The mystical essence of monsters and magic has seized power in Reign of Guilds
The development team of the MMORPG Reign of Guilds is knocking on your doors, warning you of an unknown threat on this mystical day. Strange things are happening in the streets, monsters from our nightmares are coming to life, and there's a sense of magic in the air. We urge you to join the ranks of the defenders and resist the forces of evil.
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Steam Playtest #5: Summary & future plans
Dear friends!
As always, we’d like to thank you for your participation, bug reports, and feedback that you gave us! We are definitely going to tackle all the shortcomings that we faced during PT #5. The Russian part of the community was the first to deal with some of them:
Failure of backend services, which prevented players from transferring from the Tutorial to the Starting Island and other servers;
Losing items from inventory when transferring between servers or different zones, characters getting thrown back to levels 1.1, etc.;
Servers not getting information about mob loot drops from the database, and so on;
Some knew what the reason was, since at that time other services in Russia went off one by one. At the same time, in the period between 29/09 and 03/10, there were no updates that could have such consequences.
In the evening of 03/10, the team urgently implemented an unfinished and long-since put-off system of direct communication between servers that brought along an error that allowed players to duplicate items using real estate chests (don’t worry, dupers, we can see you. It was especially amusing to read your reports about missing items you had duped ;).
It is a pretty complex problem since no one’s immune from such situations in the future. Our server stack for this PT consisted of the following:
Backend: London;
East and Island instance for east: Moscow;
Hubs, taverns, and Island instance for west - Falkenstein;
The connection between Moscow and London was at least uncertain;)
To insure ourselves against such things happening in the future, we added a mirrored backend between different locations and decided against a unified backend in the neutral zone.
The second problem that hit out online was issues with loading the client. During this PT, only 26% of those who applied actually downloaded and launched the client, compared to the average 70% that did that during the previous ones.
Now it’s time to talk about our plans (with some commentary) for the near future, especially since they echo the feedback:
Weapon/magic balance: here’re some numbers for basic understanding:RD
(commentary) all powders are weaker than melee weapons (OOO) by an average of 21%, to say nothing of heavy 2H weapons and weapon enchantments, i.e., in actuality, even a 1H shortsword (KKK) with a moderate enchantment will have an attack value at least 43% greater than an average magic spell. Bearing in mind the non-linear damage formula, these 43% will grant over 50% of advantage; (commentary) magic has already been considerably nerfed in terms of speed and distance during PT #4; (commentary) the main problem was that mages could craft powders of levels up to 9, while fighters could only get weapons of levels up to 3;
Magic:
(plan) nerfing Fire and its crits; (plan) buff buffs by 15–35%; (plan) increasing powder requirements; 1H + Shield: (plan) 1H weapons: damage buff; (plan) 1H RMB attack: buffing the bonus to be comparable to that of powder heating; (plan) shield: -more defence, less energy depletion; (commentary) making the shield experience more comfortable: sprinting with tower shields, attacks while blocking, double attacks (shield bash followed by sword slash), running blocks, quicker guarding, interruption attacks with raising the shield, ignoring CDs—these are all the abilities that we plan to implement;
Crossbow:
(commentary) currently, the game only features the lightest version of the crossbow, and there’s risk that we won’t have time to implement at least medium crossbow that would be a more stable reflection of melee claymore; (plan) either buffing crossbow damage or adding new types of crossbow that would have the same models and animations; (commentary) no time to add different types of ammo by the start of EA;
Dodges:
(commentary) our animations for holding items and dodges have never been meant to be blended together because both of them use the same slots and so blending them causes all sorts of visual artifacts, not to mention the dissyncronization between the character body and their attack animation; (plan) making dodges viable by any means possible;
Items available:
(plan) cutting available powers to level 6 and adding items from levels 6; A firewall of mobs in Dwarrhan for those who’ve just left the Island: (commentary) levels of mobs that spawn around Harbur are already not any higher than those that spawn on the north of the Island; (commentary) the main problem was different: after mobs were no longer ‘tied’ to their spawners, some higher-level mobs (12–16) strayed closer to the hub, posing deadly threat to poor low-level players who’s just teleported from the island; (completed) after killing their target mobs, return to their initial spots; (plan) all T1 villages have: in 1 km radius, mobs of levels like in the central region of the Island; in1-2 км - levels of the northern part of the Island;
Character development, levels:
(plan) mobs will give more or less experience based on how hard they are to kill for players; (plan) resistances to different types of damage will proportionally decrease XP gained when using these types of weapons; (plan) killing blows will give more XP; (plan) adding penalties for imbalance towards Physical or Magical levels; (plan) adding the item that allows to decrease character level;
Game items:
(completed) quality system now has the bonus/malus scope from -15 to 15% bonus for base stats and requirements; (in progress) resources, plants, or mob loot that don’t have quality are going to have their durability turned off to make it more convenient to store them in the inventory;
Durability and item wear:
(in progress) disabling time wear for items that only lose durability with usage: cauldrons, tools, recipes;
Mobs:
(in progress) we are already working on magic and abilities that can affect mob aggro to enable proper tanking strategies (plan) humanoid enemies, including those for mines and spruce lumber camps;
Common mob loot:
(in progress) low probability of dropping blanks or recipes of the entire quality range from ordinary mobs; (completed) bugs have been corrected with skins that, when processing leather and wool, yield more weight than the weight of the pelt itself;
Bosses:
(in progress) bosses in T1 county are divided into 3 groups: level 15/20/25 versus the current 12/20; 15: 2x Swamp Troll, 20: 2x Golem, 1x Troll Warlord, 25: 1x Golem, 1x Troll Warlord; (plan) resistance to magic has been increased and the amount of HP has been buffed;
Boss loot:
(in progress) level 4 items and recipes for levels 4-6 for lvl 25 bosses; (in progress) dividing the drop of items into sets and recipes into groups and gravitating loot from one or another boss to its own group of items or recipes; (in progress) increasing the chance of dropping recipes by 2-3 times; (in progress) improving the quality of blanks and recipes from bosses;
Resources, herbs:
(completed) 100% drop chance upon death of raw materials collected from spawners in all zones except safe (green) zones, incl. pelts; (completed) plant spawners are divided: some for herbs, others for mushrooms for a more even distribution;
Crafting and enchantment:
(in progress) different ingredient requirements for enchanting different levels of items; (in progress) reducing the durability of crafting recipes to 5 units and 10 for enchanting recipes; (in progress) rebalancing enchantment recipes (including Solidity, Dragon);
Quests:
(plan) a significant increase in quest rewards so that 80% of the reward roll is more profitable than selling to vendors; (plan) chains of quests and their requirements for professions (2, 3 levels) and abilities (1-3) levels instead of test ones for PTs; (plan) distribution of additive abilities by vocations; (plan) changing the location of quest givers; (plan) quests for the development of attributes;
Economy:
(plan) updating outdated prices (karma, guild registration, guild management); (plan) increase in prices for herbs; (plan) bringing the “gold veins” for earnings back to normal;
Castles:
(plan) finalization of the visuals of capturing points and burning forts; (plan) balance of castle mobs; (commentary) we will try to keep up with the land tax and work with the treasury; Information about other players, ears: (plan) information window when hovering and pressing F; (plan) correction of the ear tooltip; (commentary) we will try to make ear threads according to the criteria: karma, profession, guild and their use in quests, especially for professions and abilities;
Technical:
(in progress) fixing the problem with falling under the landscape in Dwarrhan when starting the client from the HDD; (plan) increasing invulnerability timers when teleporting to open areas, except for castle zones; (in progress) in-game rewards for pre-ordering; (in progress) falling objects that support themselves during a seamless transition; and many other errors from reports;
UI/UX, visuals:
(in progress) rework of the processing, crafting, and enchanting windows to fully inform the player about what is happening; (in progress) refinement of the inventory UI to inform the player about items with a non-standard chance of dropping items as part of their character’s karma; a large number of cosmetic fixes (brightness effects, sounds, etc.);
There will be separate news about the number of counties, their content, the availability of continents outside these counties, and their content.
In the end, we will add that even though it is very late, we have finally begun preparations to promote the project within the bounds of available resources. The first steps will not take long to take place.
ROG’oms Up!
Steam Playtest #5: Patch #2
Dear friends,
In this particular patch, we concentrated on fixing the newly found bugs.
Game Changes:
Added:
New boss - Troll Warlord.
Character nudity display mode.
Changed:
Fixed the requirements of certain powders;
Increased the amount of ore in the mines;
Changed the settings of certain spawners on the mainland;
Fixed the prices and requirements of shields;
Players will receive a message when using a local portal as opposed to one connecting different continents;
Fixed:
Crater mushrooms will spawn in correct locations;
Fixes skeleton loot presets on the mainland;
Certain crafting ingredients had incorrect weight data;
Steam Playtest #5: Hotfix
Changed:
All the ability quests now can be completed only once.
Fixed:
Fixed the AI target selection logic.
Fixed the craft requirements for the powder "Palms".
Denger now has a correct vendor type (Isgollyne).
Fixed the craft ingredients calculation logic for portable pots.
Craft requirements for seals are now correct.
Fixed a bunch of issues related to the processing logic.
Fixed the issue with item icons in the enchantment window widget.
Fixed the issue with the container icons in the inventory window.
Some vendors had incorrect shop lists.
The effects of the powders "Meditation" and "Regeneration" now are not stackable.
Steam Playtest #5: Patch #1
Dear friends!
Here is the patch with fixes and polishing, addressing the feedback from the first week of tests! We, as developers, are thankful for your active participation and for any feedback you provide.
Game Changes:
Added:
Increased the quantity of herbs and mushrooms spawned;
Added a lvl 2 powder seller to Rivulet Island;
The slow debuff makes its return to vendors’ stocks;
Added new icons for crafting cauldrons;
Added an alternative entrance to the Spider Cave on Rivulet Island;
Added crafting recipes of “Meditation” and “Regeration” powders up to level 9;
The energy bar can display numerical values;
Changed:
Improved the visuals of the character inventory window;
Increased the reward of “Uncle’s Heir” quest;
Quest “Hit the Road: Daerkunn” has new requirement and can now be accepted indefinitely;
Changed seal crafting recipes;
Disabled ability to drop items in the tutorial;
Fixed:
Named and Castle mobs no longer give XP;
Quest “Might of Magic” - new reward;
Fixed incorrect names and descriptions of some teleportation tokens;
Fixed the issue when Rivulet Island token could be used near a portal of the Arena of Daerkunn;
The innkeeper NPC in the Arena of Daerkunn now has a proper food stock;
Technical Changes:
Changed:
Game chat messages have time stamps;
Fixed:
Issues with real estate chests;
Fixed several errors that led to client crashes;
Fixed the error with attribute redistribution widget initialization;
Fixed the error that occurred when changing the name of the guild;
Fixed the error when players could accept unavailable quests;
Optimized:
Increased backend service stability including the regional ones.
ROG’oms Up!
Playtest #5
Hello, friends!
We are in a hurry to announce the next Playtest #5:
The session will last for 13 days: from 14:00 (GMT+0) 09/25/2023 to 19:00 10/09/2023.
Main changes for Playtest #5:
New locations including the underworld;
New AI and their logics;
New types of quests and the increase of their overall quantity;
Female character;
The items of levels 4-9;
Addition of new types of resources;
Considerable revamp of the balance of resource gathering, refining, and crafting;
Complete rebalancing of the economy;
Rebalanced magic, character stats and effects that affect them;
Two months of hard work with a sprinkle of short vacations moved us very close to PT#5. This patch is going to be the major one before the playtest.
During that time, we concentrated on accomplishing the following objectives:
Refactoring the mechanics that received most of the criticism or caused too many technical issues during PT#4;
Adding new mechanics and content;
Considerable changes of game balance and economy;
Server and client optimization (especially in Dwarrhan);
Preparing to host the game world in two separate data-centres to divide Dwarrhan into East and West, as was originally planned.
In this patchnote, we’ll try to explain in broad strokes the majority of fixes, but some of them were fixed simply by refactoring the problematic mechanics.
MECHANICS:
Refactored:
(WIP) Combat prediction system:
it helps the client give feedback on player actions without waiting for a response from the server;
the server still stays authoritative;
Resource refiners and processers:
deals with them now also have taxes and DVB;
fixed errors and added some server checks;
vendors have new stocks and sets of parameters universal for vendors of the same type;
Crafting:
changed the approach to code checks and their quantity;
Real Estate:
decreased server load with the new mirroring system;
Tooltips:
new approach to ability and spell descriptions;
new tooltip appearance made to fit the cosmetic item feature;
Unified notification system (battle log, messages, chat, sound notifications, etc.):
all notifications are aggregated by this system;
added more types of notifications;
Quests:
the mechanic was completely refactored and optimized;
added new types of quests:
random quests;
regular quests;
Added random rewards that can be rerolled and change in real time (not the same as Dynamic Quest Balance);
Quests can now require that collected items have a certain percentage of current durability;
Added new UI/UX features to quest window;
Inventory | Equipment | Containers: Changed:
item wear system: exception for items that have a certain number of uses before breaking;
Combat System | Magic: Added:
a mechanic that allows buffs to use certain other magic logics;
new magic system triggers;
Character: Added:
Female character;
Changed:
“Suicide” command now has a cooldown: unpunished suicide can be used only once every 30 minutes; using the function during CD will make your character die a regular death, losing items and XP according to the rules of the karma zone;
AI | NPC: Added:
3 new types of mobs with their own mechanics and magic (menada, spider, and troll warlord);
new skins for existing mobs with changed stats;
inclusion of height difference in the damage calculation when using magic;
“accuracy” mechanic for AI;
mobs can no longer cross the boundaries of their spawners;
probability of certain reactions occurring when triggered;
certain mobs can now call for help from other mobs of the same type;
new animations of IDLE behaviors;
Changed:
increased the height and angle of mob mobility;
killing mobs can give or subtract players’ karma;
certain mobs can roam around the world, even beyond the boundaries of their spawners;
Fixed:
spells now also affect the counters of successful or unsuccessful attacks for triggers;
damage offset also affects magic attacks;
mob spawn errors;
Optimized:
(server) transitions, navigation and logic calculations;
UI | UX | Visuals| Localization: Added:
3 voices for the female character;
new sound categories for character voiceovers;
SFX/VFX of mob animations;
tooltip of satiety bonuses when hovering over the satiety gauge;
new icons for abilities, magic, and items;
Changed:
SFX for magic attacks, buffs, mobs, and environment;
the approach to sound attenuations;
VFX of magic and buffa;
character window;
refining and processing windows;
real estate window;
tooltips;
Fixed:
a number of visual effects now change brightness and saturation depending on time of day;
cancelling text entry when changing keyboard layout;
jittering during camera shakes while standing in one place that occurred at high ping;
SFX played twice when interacting with world containers;
after teleportation, the nameplate of the NPC that was on the screen stayed there;
GAME DESIGN:
Economy:
better monetary rewards for brewing powders compared to just selling the ingredients;
better monetary rewards for gathering, refining, and selling resources;
increased quest rewards, added chance for quests to randomly roll better rewards;
added very rare plants and mob loot that has increasingly high price;
higher prices for selling herbs and powders;
Vendors:
in every hub settlement, there are more vendors with different item quality ranges;
vendors that sell weapons of bad quality give additional discounts (apart from the discount provided by the quality system);
Resources, materials, and crafting materials:
new type of gathering plants (mushrooms);
a considerable change of alloys and their recipes, prices of some increased by 15 times;
added more types of fabrics, changed their prices and ranges;
small ingot is now the basic crafting material for items that require metals;
Powder brewing:
simpler recipes - instead of mob loot, they require mushrooms;
the amount of powder each brewing yields depends on the type of powder;
added private cauldrons of different levels and stats (they have varied powder yields, durability, weight, and prices);
Crafting and enchantments:
nearly all the recipes were revamped due to the addition of a number of new ingredients;
ingredients requirements are a bit more realistic;
Items:
(general) added the items of levels 4-9 and their recipes;
(pouches) changed the approach to the quantity of slots, weight, and carrying capacity depending on the level;
(food) complete revamp of food stats (satiety, fullness, and fullness cooldown) and food prices;
(armor) changed stats;
(armor) increased the average requirements;
(weapons) increased the average requirements;
(powders) increased the average requirements;
(offensive powders) increased damage, changed the speed and distance of projectiles, and mana usage;
(defensive powders) a considerable change of required stats and a minor change of bonuses;
Quality system:
new approach to rolling stats of items appearing in the world;
CONCLUSION:
This patchnote doesn’t include the details of the work done in terms of:
adding new locations;
adding new content;
dividing the territories of West and East continents into separate Seamless Zones;
filling the 3 new counties with AI, resource, and herb spawners;
However, we should draw special attention to our efforts put into adding the underground locations since, in a short time, they will be added to the locations of Rivulet Island and Dwarrhan and will have a lot of purpose in terms of game design.
P.S. Changes since 09/15/23 for ROG Club tests: AI:
(ALL) chase time was decreased by 30-70% (they leave you alone if they don’t manage to land a hit);
(Menada) decreased speed (-10%) and acceleration (-15%);
(Wolf) decreased the radius of the call fore reinforcements (-30%), decreased the attack animation speed (- 15-20%), decreased the damage of the regular attack (-10%), jump attack less accurate;
(Bear) won’t roar as often, decreased PD & MD, increased the HP pool;
(Island - Cave Troll): no longer gets stuck in the landscape, added loot drops;
Quests:
quests unavailable due to random rolls or other reasons are now kept at the bottom of the quest lists and have a different button color;
Resources:
(Island) fixed with the issue of herb and mushroom spawns, increased the spawn density (average of +35%);
Increased the price of all loot and mushrooms;
Vendors:
(All) changed quality ranges and price modifiers for vendors that sell equipment;
(Island) Innkeepers charge less for food compared to the continent;
Satiery, food, energy:
Issue with the decrease of max energy and absent energy regeneration;
Issue with incorrect satiety maluses (0);
Changed the bonuses and maluses of different levels of satiety;
Other:
fixed the bug related to using Tabula Rasa that broke character stats;
issues with item stacks;
issue related to equipping items after transferring through seamless;
item icons and models;
Crossbow UX;
chat tags;
karma colos;
enchantment window;
dropping equipped items;
tower shields;
a huge but not final fix of powders (powders, magic, buffs);
forced turning on or off of FSR in certain locations and override of other settings;
Steam Playtest #4: Patches 2 & 3
Dear friends! This patch note includes information about the first week's updates, including the one we released today.
Game Changes:
Added:
Field cauldrons now brew more powders. Public cauldrons only yield 25 powders per brewing;
Several refiner and post-processor NPCs;
Changed:
Powders of levels 2+ received a buff of damage, a change of CD and mana usage;
Increased the price at which vendors buy powders;
Prices and accessibility of certain crafting ingredients;
All NPCs take a zero count tax;
Herb spawners: changed spawn rates, added new types of herbs;
Named bosses: increased stats, turned off XP gains, increased their respawn time, added respawn time offset, decreased their roam area, and increased the size of black territories around their spawn points;
golem received a buff to its walking speed;
stickman received a buff to HP and Magic Defense;
wolf doesn’t push as hard anymore, decreased the chance and strength of critical hits;
mobs near Harbur village got debuffed to be comparable to the mobs in the northern part of Rivulet Island;
Vocation quests were made reusable;
Fixed:
Stats and requirements of a number of enchantments and items, as well as item types, that made them unusable or impossible to enchant;
Added missing or lacking powder tiers and recipes, including crafting recipes;
Issue with prices caused by several vendors having the same DVB ID;
Refiner NPCs don’t cheat anymore: turned off the hidden DVB price growth;
A number of issues related to quests;
Tech Changes:
Added:
Level markers near immersive nameplates that display the level difference between the target and the character;
SFX for the interaction between light and environment;
GMs are now able to kick and ban players off the servers;
Changed the scale of castle siege UI;
New weapon icons;
Changed:
“Take all” is now bound to just “E”, not “hold E”;
Fixed:
Client crashes related to UI: UI reset, NPC interaction, P2P trade;
Server crashes related to abilities;
Issues related to abilities disappearing from the ability list when transferring between servers;
Permanent invisibility after using abilities that grant invisibility;
Errors related to actions bound to “Esc” key;
Immersive nameplate errors emerging after Seamless transitions and teleportation;
Enabled magic AI projectiles;
AIs are no longer able to go beyond their spot;
Hair artifacts occurring on certain graphics settings;
Optimized:
NPC interaction;
ROG’oms Up!
PT#4 and patch 0.92.40x
Dear friends,
First of all, we are thankful for your feedback and reports that instantly started pouring in the moment we launched PT#4.
Secondly, we are thankful to those who support our project by making pre-orders. After all, for the past year and a half, our team has been operating on its own funds.
Some of the changes we prepared for PT#4 were technical; others concerned balance and economy. Apparently, just like you, we see all those issues that ensued from the scope of work that had been done in-between the playtests.
PT#4 Concept:
We decided not to wipe player characters of levels 15 and above. However, we deleted all their items and replaced the money they had with small set sums. Apart from that, they were all transported to Rivulet Island.
Economy: We’ve drastically changed the prices of most items. It came as a result of changing processing prices. Before the change, processing bear pelt cost less than flatbread. We also increased the income that people receive for their in-game activities. Unfortunately, our efforts were rendered useless by the DVB system, which increased processing prices dramatically. All these problems will be fixed during PT#4. We’ll also try to make crafting powders as profitable as crafting items.
Items: We’ve made significant changes in the growth of item stats and requirements. The basic concept is that a character of level 60 will never be able to wear both armor and weapons of level 11+ simultaneously, to say nothing of the more powerful enchantments of these items.
AI: We didn’t neglect the balance of AI. All AIs’ default levels were set to 60. The stats of an AI that happens to be spawned in a lower level spawner are multiplied by the number that corresponds to the level of the spawner. Besides, all the mobs except animals have immunities to certain types of weapons and magic.
Our primary goal for starting locations was to make mobs easier to kill, including the named ones. We decreased their damage but increased their HP. The “duels” will get longer but players will have more chances to make mistakes This is another aspect that we will change and fix according to the feedback we receive.
Some gameplay simplifications: Some simplifications to make the experience easier:
Ability trainers locations and their quests;
Token prices (especially those that lead to castles);
Prices and craft requirements of elixirs;
Castles AI;
Vendors’ stocks. At the moment, they sell items that we do not plan to sell in the future.
ROG’oms up!
Severs | Backend | Seamless Added:
A tracker that keeps track of the number of created characters, decreasing the starting money the more characters have been created;
Fixed:
Buffs of higher levels were replaced with 1st level ones after a seamless transition;
Inventory | Equip | Containers: Fixed:
Bonus HP received from items was unrestored after going through a seamless transition;
Combat system | Magic: Changed:
2H alternative attack doesn’t have to be charged, but was made 20-30% slower depending on the weapon;
Re-balanced HP/MP restoration powders;
Decreased camera shake and bob with crossbow equipped;
Fixed:
The error in the damage formula of 2H special attack;
Character | Vocations and Abilities | Quests Added:
The character’s hunger status has a visible tech buff;
Changed:
The party XP bonus was doubled;
Increased the duration of invincibility after teleportation or entering the game world;
Crafting stations didn’t “see” recipes stored in containers;
AI | NPC: Added:
forced teleportation to the spawn point after expiring certain individual timers;
several SFX for AIs;
Changed:
wolves were made 20-30% slower: running speed, acceleration, attacks;
bears don’t shove so much when chasing their targets;
Changed the sizes and behaviors of rats and hares
Named AIs drop loot of higher quality and weight;
UI | UX | Visuals | Localization: Added:
“Tabula Rasa” window opens on using the item
quest rewards tooltips (items/abilities);
quest tracker that tracks 3 last accepted quests;
the missing sounds for certain NPC windows;
localization of a number of menus;
Changed:
the attenuation of in-game sounds (fixed 2D sound effects);
attribute, processing, black market, and enchantment widgets;
global chat is set as default;
Fixed:
certain map markers;
visual issues with dividing item stacks;
issues with NPC capsules being shifted.
Steam Playtest #4
Dear friends!
It is finally time for us to launch Steam Playtest #4. As we have already stressed, most efforts were put into addressing the feedback that we received after PT #3. Including refactoring the problematic mechanics and adding new content in Dwarrhan, such as additive abilities for Vocations.
Soon, we are going to publish a brief FAQ that will tell more about the vision and certain assumptions regarding this PT and also the patch note.
The test is open: We will host it using the Steam Playtest. It means that everyone applying will be granted access, be it before or during the testing session.
The session will last for 13 days: from 14:00 (GMT+0) 07/05/2023 to 19:00 07/17/2023.
Server: It’ll be Normal. Participants from the Steam playtest will be on the same server as those who received the keys earlier.
Locations available: Tutorial Tavern, Rivulet Island, Daerkunn County;
Intermediate update: We do not plan to release any intermediate updates apart from fixes.