I'm glad the beta got extended. More time to figure out the combat before everybody starts wrecking me in PVP.
Replying to @Hytale
@Hytale ADVENTURERS!!! play.hytalelabyrinth.com is ON!
The past 24 hours have been absolutely incredible!
We never expected such overwhelming support from the entire community! The enthusiasm, feedback, and dedication you've shown have exceeded all our expectations. THANK YOU!
After listening to your feedback and suggestions, we've decided to EXTEND THE OPEN BETA TEST UNTIL OCTOBER 23! Official launch and final wipe is right after!
This extension will give everyone more time to explore, experiment, and properly test more of the extensive content Labyrinth has to offer:
One of the Most Diverse Class Systems - 16 Weapon Masteries, each offering unique combat styles, strengths, and possibilities.
An Extensive Combat System - 200+ Active Skills and Skill books to discover, Awake, and Master.
Dynamic Combo Combat System - A skill-based combat system that rewards creativity, timing, and experience, allowing your abilities to grow stronger the more you use them.
400+ Quests filled with adventures, meaningful choices, mysteries, and interconnected storylines.
A Massive World to Explore - Hundreds of secret rooms, diverse biomes, hidden locations, and discoveries scattered throughout the Labyrinth.
Countless Gameplay Mechanics - Character progression, equipment customization, crafting, enchanting, exploration, and much more.
The first 24 hours were primarily dedicated to questing, exploration, and PvE testing. But tomorrow, THE REAL BATTLES BEGIN!
⚔️ PVP TESTING BEGINS TOMORROW!
Time: PM Central European Summer Time (CEST / UTC+2)
We'll be shifting our focus toward 1v1 Duels, Party Battles, and Battlegrounds, putting our combat systems, weapon masteries, character builds, and player skills to the ultimate test!
EXCLUSIVE TESTING REWARDS
Everyone who participate in the testing phase and fulfilled the requirements has already earned the exclusive ROYAL CAPE, a one-time reward commemorating their contribution to the early history of Labyrinth.! There will be reward for those who take part in the PVP and will be announced tomorrow!
This is only the beginning, Adventurers!
Your feedback is helping us shape the future of Labyrinth. Every battle fought, secret discovered, bug reported, and suggestion shared brings us one step closer to creating the MMORPG we've always dreamed of.
THANK YOU FOR BEING PART OF THIS ADVENTURE!
And before you return to the Labyrinth, we have something special to share with you.
Sit back and enjoy our first custom-made in-game cinematic, featuring original storytelling and voice acting, bringing the world and lore of Labyrinth to life!
THE LABYRINTH AWAITS YOU! ⚔️
Sean G. Pierce retweeted
“A purely peer-to-peer version of electronic cash would allow online payments to be sent directly from one party to another without going through a financial institution.”
— Satoshi Nakamoto, Bitcoin whitepaper abstract (Oct 31, 2008)
100B in DEX volume is wild, Robinhood Chain is really taking off.
Robinhood Chain - Daily Recap
Official News
🟩 @RobinhoodCrypto marked $100B in cumulative DEX volume on Robinhood Chain
🟩 @vladtenev opened Robinhood Social to everyone, with chart, P&L, and allocation sharing, plus news and company updates, and Legend support coming in the next few weeks
Stats
🟩 @ponsdotfamily accounts for ~16.7% of Robinhood Chain’s cumulative DEX volume after three months
Ecosystem News
🟩 @fraxfinance is expanding frxUSD liquidity on @RobinhoodCrypto with @giga_dex, starting with SPY, NVDA, and SGOV pairs
🟩 @metricxyz is launching its DEX on Robinhood Chain with Active Pools and propAMM infrastructure for tokenized RWAs
🟩 @ClutchMarkets went live with official V4 Hooks and Pair Tokens on Robinhood Chain, powered by @Uniswap
🟩 @clowntokenRH dropped a community clip as Episode 1 rolls out
🟩 @ZokiEth verified $ZOKI on Coinbase Wallet, Robinhood Wallet, Robin Scan, and MetaMask, with Paradise Village Lodge now accepting the token
🟩 @RealNinjaCat opened a sticker push for $NINJACAT, with @JackFromNL handling distribution
🟩 @upaydotfamily is in final UI tweaks and testing before shipping a Web3-to-Web2 payment layer
🟩 @Listedexchange added @ravnexchange as a liquidity partner
🟩 @Hyperdex_app partnered with @RIFTHQ for better swap liquidity and rates across Bitcoin, Arbitrum, Base, Robinhood Chain, and more
🟩 @TRowePrice_DA is exploring a Stock Token linked to an actively managed ETF on Robinhood Chain with @RobinhoodCrypto
Launching & Shipping
🟩 @SushiSwap enabled new multichain assets on Robinhood Chain through @LayerZero_Core, with Sushi Launch open for pairing
🟩 @PheasantNetwork added Robinhood Chain to Pheasant Swap for cross-chain swaps
Glad Linked VERSE stays accessible. I hate when games make old content disappear.
🔶 A link to miscellaneous information regarding #CHUNITHM Mate (player data transfers, rating, removals, etc.) can be found in the replies.
Please note that Linked VERSE will remain accessible, however clearing maps VERSE ep. ORIGIN-PARADISE is no longer required to unlock their respective Linked GATES.
C++ explanations always make me feel like I need to go back and learn the basics
Polymorphism, put simply, is the ability to write identical code to perform operations that are semantically equivalent but which differ in implementation.
For instance, when you overload a function to take arguments of varying types, like float sin(float) and double sin(double), you are writing ad-hoc polymorphic code -- the expression sin(x) can be expected to do the right thing for any argument, selecting the correct implementation based on the type of the data you give it. In C, all functions have to have unique names -- so you have to remember to call e.g. sinf or sind as necessary, and if your data types change, then all of your call site code has to change, too.
Likewise, when you define a template, you are writing parametric-polymorphic code; when parameterized correctly, the instantiated class or function will be able to operate on whatever data you give it; this allows you to write a generic container or algorithm that can operate transparently on many disparate types without sacrificing performance, flexibility, or type-safety. In C, generic algorithms and non-intrusive data structures are only possible using void*, an untyped pointer; once again, this requires you to manually keep track of the types of your data and can result in crashes or corruption when you get it wrong.
Finally, when people talk about polymorphism in the context of object-oriented programming, they are usually referring to subtype polymorphism, where a derived class can override some of its parent class's behavior. Most object-oriented languages provide this functionality for all methods in all classes, but C++, for reasons of legacy, portability, performance, and simplicity of implementation, chose to make classes opt their methods into being dispatched using the virtual keyword.
Those are the canonical three, but there are other forms of polymorphism as well; pretty much whenever you hear programmers talking about genericity, flexibility, modularity, or extensibility of code, what they're really talking about is some sort of polymorphism.
Sean G. Pierce retweeted
Part 3
My ideas for the 10.5 patches. Instead of what actually happened.
Mostly Buff🟢 Mostly Nerf🔴
Adjust🔵 New addition🟡
No change⚪️
The number of circles is how severe.
Human Torch🟢🟢
Buff:
(Basic attack) Fire Cluster damage increased from 5.5 to 6.
(Regen shields) 125HP of Human Torch’s health is now regenerative shields.
(New effect) Plasma Body grants 25 bonus upon activation that lasts for 2s.
Iron Fist🟢
Nerf:
Dragon’s Defense max bonus HP from blocked conversion is nerfed from 175 to 150.
Buff:
Living Chi (ult) damage boost increased from 30% to 40%.
(Base) White Fox team up takes off one second cooldown on each ability except Crane Leap.
Iron Man:🟢🟢
Nerf:
(Basic attack) Repulsor Blast now has fall off damage. Fall off damage begins at 25m, decreasing to 50% at 40m.
Buff:
Iron Man’s base health is increased from 250 to 275.
(Basic attack) Repulsor Blast projectile speed increased from 60m/s to 85m/s.
(Basic attack) Repulsor Blast and while it’s in Armor Overdrive damage is increased from 35 to 40 and from 45 to 50.
Unibeam range increased from 25m to 28m.
Micro Missile Barrage damage increased from 20 per missile to 25.
(Ult) Invincible Pulse Cannon deals more damage to Magneto’s ult meaning it while break instantly. So both can counter each other for cancellation.
Magik:⚪️
(No change)
Mister Fantastic🟢🔵🟡
Nerf:
Base HP decreased from 375 to 325
Reflexive Rubber cooldown increased from 12s to 14s.
Reflexive Rubber shield health decreased from 300 to 250.
(Passive) Elastic Strength maximum health increase reduced from 350 to 275.
Buff:
(Basic attack) Stretch Punch dmg increased from 65 damage to 75 damage.
(Basic attack) Stretch Punch attack interval is decreased from 1.1s to 0.95s.
(Basic attack) Stretch Punch range increased from 15m to 16m.
(Passive) Elastic Strength’s damage increased from 80 to 95.
(Passive) Elastic Strength’s attack interval decreased from 0.92s to 0.89s.
Distended Grip’s single target pull damage is increased from 50 to 65 and dual target damage is increased from 30 to 50.
(New Ability) Fantastic Stretch: Mr Fantastic extends his torso upwards in the walking direction he’s going then after reaching max distance the rest of his body follows giving him better mobility. (Follow up) If he uses Fantastic Stretch again within the next 1 second he shapes his body into a wheel and can move around quicker for a short duration. Cooldown after use 16 seconds. Jump height 8 meters. Roll speed 11 meters a second. Up to a 6 second duration.
(Ult) Brainiac Bounce initial damage increased from 70 to 90 max dmg increased from 140 to 160.
(Ult) Brainiac Bounce energy cost is reduced from 3400 to 3100.
(Ult) Brainiac Bounce has 25% damage reduction while active.
Moon Knight🔵🟢
Nerfs:
Crescent Dart bounce distance reduced from 7m to 6m.
(Ult) Hand Of Khonshu energy cost is increased from 2800 to 3000.
Buffs:
Night Glider horizontal movement speed is increased from 8.7m/s to 10.5m/s.
(New effect) Night Glider now applies a 25% dmg reduction while gliding.
Moonlight Hook’s cooldown is decreased from 15s to 10s.
Namor🔵
Nerf:
Monstro Spawn damage reduced from 18 to 16.
Buff:
Blessing Of The Deep air travel speed is increased by 100%.
Phoenix:🔵🟡
Nerf:
(Basic attack) Cosmic Flames damage reduced from 60 to 58.
(Base) Hela team up healing reduction reduced from 40% to 25%
Buff:
(New ability) Telekinetic burst releases a shockwave of telekinetic energy forward dealing damage and knocking enemies back. 3m radius, 25m long cylindrical field, 35 damage, 5m knock back, 14s cooldown.
(Base) Rogue team up bounce spell field detection range increased from 8m to 11m.
Psylocke🔴
Nerf:
(Basic attack) Psionic Crossbow damage per round decreased from 12 to 11.
(Ult) Dance Of The Butterfly damage per hit decreased from 160 to 150.
(Base) Emma team up cooldown increased from 20s to 22s.
Buff:
Psychic Stealth cooldown reduced from 15s to 14s.
Word in Rust with an MCP server is a pretty wild project. Curious to see how far they get.
WordCraft is a new open-source word processor written in Rust that aims to replicate Microsoft Word and supports .docx files.
→ It includes styles, track changes, comments, citations, tables of contents and mail merge
→ It runs on macOS, Windows and Linux, and in a web browser
→ An included MCP server lets AI agents such as Claude Code control the app
→ The developers say it is not yet at alpha stage
github.com/storytold/wordcra…


























