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  • 2 weeks later...

After having played the game on commander ironman difficulty for more than 170+ hours, I can say that I fully agree with this post.

 

It's nearly impossible not to get your soldiers wounded no matter what you do. The game wants you to train and rotate more than six soldiers. 

 

I managed to complete the Enemy Unknown on legendary ironman difficulty without any deaths and such a task is virtually impossible for me now. It's doable, but I'd have to resort to a play style that I'd rather not play.

 

 

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8 hours ago, Mirumir said:

After having played the game on commander ironman difficulty for more than 170+ hours, I can say that I fully agree with this post.

 

It's nearly impossible not to get your soldiers wounded no matter what you do. The game wants you to train and rotate more than six soldiers. 

 

I managed to complete the Enemy Unknown on legendary ironman difficulty without any deaths and such a task is virtually impossible for me now. It's doable, but I'd have to resort to a play style that I'd rather not play.

 

 

I can't see reddit at work so I'm not sure what "this post" says and now I'm curious.

That said I totally agree "It's nearly impossible not to get your solidiers wounded"... that's kind of the point.  Are you saying this is a problem?

I think they've clearly stated this one is intentionally harder than Enemy Unknown.

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37 minutes ago, Asmodai said:

I can't see reddit at work so I'm not sure what "this post" says and now I'm curious.

That said I totally agree "It's nearly impossible not to get your soldiers wounded"... that's kind of the point.  Are you saying this is a problem?

I think they've clearly stated this one is intentionally harder than Enemy Unknown.

My "dissatisfaction" with the current state of the game's mechanics is two-fold:

 

1) pod activation;

 

You either kill the enemy patrol on activation or they kill or harm your soldiers on their next move regardless of the full cover bonus of your squad. Gone are the days when you could manage an encounter in two or three moves. In XCOM2, if you don't kill the enemy gang on agro, it's pretty much guaranteed that some of your soldiers will get hurt.

 

2) damage mitigation;

 

If I heal a wounded soldier in combat, they still come back "gravely wounded" from the mission and get hospitalized for 20 days. This is a major change from the previous version of the game.

 

P.S. In Enemy Unknown, there was a "second wave" options menu. I wish they kept in XCOM2 so that I could fine tune the game.

 

 

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1 hour ago, Mirumir said:

My "dissatisfaction" with the current state of the game's mechanics is two-fold:

 

1) pod activation;

 

You either kill the enemy patrol on activation or they kill or harm your soldiers on their next move regardless of the full cover bonus of your squad. Gone are the days when you could manage an encounter in two or three moves. In XCOM2, if you don't kill the enemy gang on agro, it's pretty much guaranteed that some of your soldiers will get hurt.

I've not heard that!?!  Let me make sure I'm understanding... you're stating that they game system actually ignores cover on the enemies next move after pod activation... or are you just saying it somtimes seems that way?

 

If it actually does ignore cover then I'm with you that's ridiculous but if you're just saying it seems that way it's likely because we notice the bad rolls more than the good and the game IS harder than the first one.

 

1 hour ago, Mirumir said:

2) damage mitigation;

 

If I heal a wounded soldier in combat, they still come back "gravely wounded" from the mission and get hospitalized for 20 days. This is a major change from the previous version of the game.

I'm not sure I see a problem here.  If you heal a soldier that went down during the mission he should be gravely wounded.  If on the other hand you're saying if your soldier gets any tiny scratch (one damage for example) and you heal him to full health before you leave the game STILL stamps them with "gravely wounded" then I'd agree that's an issue but I don't recall seeing that.

 

1 hour ago, Mirumir said:

P.S. In Enemy Unknown, there was a "second wave" options menu. I wish they kept in XCOM2 so that I could fine tune the game.

Just for the record I don't believe "second wave" launched with Enemy Unknown either.  I'm pretty sure it was added later in a patch and they may well do that with this one.

 

I do think the game is a harder then I would prefer.  It's absolutely harder than the previous one... but that makes sense since we LOST.

I have ZERO issue with you having to manage more than 6 characters.  I DO think it would be too easy if you can finish the entire game with just six.  There is a pool of characters for a reason, there are missions to recover captured soldiers for a reason.  If you do everything with just 6 characters there a lot of things in the game that are pointless.  If you did the last game on Legendary Ironman with 6 character I would say the problem with the games was the last one was too easy not that this one is necessarily too hard.  A skilled player should be able to do the game on the lowest setting with 6 characters but on the highest it SHOULD be darn near impossible to do with just 6.

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52 minutes ago, Asmodai said:

I've not heard that!?!  Let me make sure I'm understanding... you're stating that they game system actually ignores cover on the enemies next move after pod activation... or are you just saying it somtimes seems that way?

 

If it actually does ignore cover then I'm with you that's ridiculous but if you're just saying it seems that way it's likely because we notice the bad rolls more than the good and the game IS harder than the first one.

The full cover bonus is working as intended although I did notice that my soldiers do get hit much more often now when the thing I'm hiding behind is directly in front of the enemy. The chances of this happening in XCOM were 1 out of 10. These days, it's 49%. They miss one or two times, but the third time your soldier that's behind the full cover is being shot at, it's guaranteed he/she will get hurt.

 

The other problem is that starting from about early mid game, you get to fight against the units that render the full cover defense bonus totally useless. They either run up to you or AOE the whole squad from the sky :) 

 

Quote

I'm not sure I see a problem here.  If you heal a soldier that went down during the mission he should be gravely wounded.  If on the other hand you're saying if your soldier gets any tiny scratch (one damage for example) and you heal him to full health before you leave the game STILL stamps them with "gravely wounded" then I'd agree that's an issue but I don't recall seeing that.

In the previous game, if you healed your soldier back to full HP during a mission, they returned with full HP :) What a surprise! The only time they'd be put on bed was if they had been critically wounded with one or two HP bars remaining. However, if they were healed and their HP was topped off, they wouldn't be marked as gravely wounded upon their return to the base which what's happening now.

 

Quote

I have ZERO issue with you having to manage more than 6 characters.  I DO think it would be too easy if you can finish the entire game with just six.  There is a pool of characters for a reason, there are missions to recover captured soldiers for a reason.  If you do everything with just 6 characters there a lot of things in the game that are pointless.  If you did the last game on Legendary Ironman with 6 character I would say the problem with the games was the last one was too easy not that this one is necessarily too hard.  

I like the concept in general. What I don't like is that despite being forced to train more than six soldiers on one hand, on the other hand, in order to win the game on legendary ironman, you are being forced to play a primitive play-style when you keep all your units really close to each other and ditch the snipers (my favourite class). It's the same concept in SC/SC2 with the marines deathball. The higher the density of your units, the greater the damage.

 

Quote

A skilled player should be able to do the game on the lowest setting with 6 characters but on the highest it SHOULD be darn near impossible to do with just 6.

Quote

The Few and the Proud

Beat the game on Commander+ difficulty without buying a Squad Size upgrade

:D 

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21 minutes ago, Mirumir said:

In the previous game, if you healed your soldier back to full HP during a mission, they returned with full HP :) What a surprise! The only time they'd be put on bed was if they had been critically wounded with one or two HP bars remaining. However, if they were healed and their HP was topped off, they wouldn't be marked as gravely wounded upon their return to the base which what's happening now.

My personal opinion is that if you're wounded in battle, if a medic heals you or not in the field, it should take SOME recovery time after the mission.  Those are field bandages in a combat environment not proper medical attention.  Honestly I've played both games but I didn't pay that much attention to exactly what criteria the game was using for wounds... you've clearly played WAY more than I have.  If the last game counted you as fully healed just because you patched the guy up the field then I'd say that was a bit off IMHO.  Now on the other hand if you're saying taking one damage leads your characters in the new game to be out for 20 days and "gravely wounded" then that's WAY too far in the other direction IMHO.

 

Again tough overall I'm happy with the game.  I did think the first one was a bit too easy and I do think the second one is a bit harder for my liking then I'd prefer but it's not so off putting to turn me off to the game in general.  It just had to eat some humble pie in that I'm not going to beat the game on the highest level like I did the last one but that's ok because I still enjoy playing it even if it is at a lower difficultly level then my pride would like.

 

In any event thanks for taking the time to clarify your opinion. :-)

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35 minutes ago, Asmodai said:

My personal opinion is that if you're wounded in battle, if a medic heals you or not in the field, it should take SOME recovery time after the mission. 

Agreed. In Long War, they implemented a rest mechanic. It's when your soldiers needed a rest after each mission otherwise their performance degraded if you kept sending them on missions non stop.

 

Quote

Those are field bandages in a combat environment not proper medical attention. 

No, man, in both games, they spray a magical hi-tech mist that heals to 100%! :)

 

Quote

Again tough overall I'm happy with the game. 

Me too. I got my dollars' worth. 

 

I'm slightly disappointed because, in order for me to reach the same goal as in the previous game, I'd have to be analytically stupid about it. It's got nothing to do with pride. It's a paradox really. In order to win the game on the highest difficulty, you have to dumb down your strategy by ignoring the full cover most of the time and spreading your units out only when you're faced against AOE dmg folks and the threat is imminent - all because of how binary the game is: kill the enemy upon activation or die :) 

 

Quote

In any event thanks for taking the time to clarify your opinion. :-)

Thanks to you too!

 

Cheers!

 

p.s. By keeping my units together in a tight group was how I beat the original UFO. It's a step backwards, although the purists might disagree.

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But holy mother of God the loading times.

 

For the record, a good way to get around enemy spawns is to level up your SPARK.  There's a perk they get that gives them a 33% chance to get in an overwatch shot on enemy reveal no matter what.  Also snipers have a great perk that gives them an overwatch shot on any enemy that comes into a certain field, even multiple times.

 

I'm just finishing my first playthough (on easy, to get the mechanics down and go for a few of the trophies) and I'm toying with AI at this point.

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3 hours ago, soniqstylz said:

I'm on PS4.  Just recorded this, after a mission towards the end of the game.  

 

 

Holy smokes! 

 

And that's a mission completion loading times which are usually faster than loading a new mission.

 

I'm playing on PC, GTX770 loads the game on ultra settings 2.5K res in under two minutes. I'm playing on medium settings to cut it back to one minute.

 

 

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  • 4 weeks later...
5 hours ago, compl3x said:

 

Are a lot of PC players using controllers for a game like XCOM? Seems like a downgrade.

It depends on your point of view,

I used to play WoW, amongst other pc games, some games I like (Hatred) I feel play better using a controller, as I'm one of those users who finds themselves looking at the keyboard too often, which in turn can delay my reaction to the on screen scenario.

And if you only need 8 buttons to play a particular game, then the controller comes into it's own.

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2 hours ago, The Evil Overlord said:

It depends on your point of view,

I used to play WoW, amongst other pc games, some games I like (Hatred) I feel play better using a controller, as I'm one of those users who finds themselves looking at the keyboard too often, which in turn can delay my reaction to the on screen scenario.

And if you only need 8 buttons to play a particular game, then the controller comes into it's own.

It's possible to play WoW with a controller?! :blink:

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49 minutes ago, The Evil Overlord said:

Dude, I never said I played wow with a controller.

I said some games I like to play, hatred being one of them, feel better played with a controller. At least for me.

You did. However, instead of getting into it, thanks for clarifying :)

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57 minutes ago, Andrew said:

You did. However, instead of getting into it, thanks for clarifying :)

Um no, The context was the reference to xcom being played on a pc using a controller, and it seeming to be a downgrade, as stated by complex

the quote goes..

'I used to play WoW, amongst other pc games, some games I like (Hatred) I feel play better using a controller,'

The point I made was about games I like playing, specifically hatred,

I went on to explain that with my mouse and keyboard games (Currently StarCraft, but it was the same when I used to play WoW) I had a tendency to look at my keyboard to orientate my finger placement for my rotations, this in turn used to make my responses slightly slower when compared to gamers who know their finger placements for their rotations and have a degree of touch typing skill. Which incidentally, after owning computers for over 20 years, is a kill I still do not have mastered by any degree.

On a game like Hatred where a controller with shoulder buttons comes into play, I'm quicker, as I have mastered that particular skill, mostly because it is the easiest granted.

 

I'm not trying to get into it neither, I was trying to keep the response as short as I can make it, as a lengthy post can often be misinterpreted, or at least appear aggressive, (some read more into a post that is actually there)

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1 minute ago, The Evil Overlord said:

Um no, The context was the reference to xcom being played on a pc using a controller, and it seeming to be a downgrade, as stated by complex

the quote goes..

'I used to play WoW, amongst other pc games, some games I like (Hatred) I feel play better using a controller,'

The point I made was about games I like playing, specifically hatred,

I went on to explain that with my mouse and keyboard games (Currently StarCraft, but it was the same when I used to play WoW) I had a tendency to look at my keyboard to orientate my finger placement for my rotations, this in turn used to make my responses slightly slower when compared to gamers who know their finger placements for their rotations and have a degree of touch typing skill. Which incidentally, after owning computers for over 20 years, is a kill I still do not have mastered by any degree.

On a game like Hatred where a controller with shoulder buttons comes into play, I'm quicker, as I have mastered that particular skill, mostly because it is the easiest granted.

 

I'm not trying to get into it neither, I was trying to keep the response as short as I can make it, as a lengthy post can often be misinterpreted, or at least appear aggressive, (some read more into a post that is actually there)

To put it simply, less commas, more full stops :p

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  • 1 month later...
  • 2 weeks later...
  • 4 months later...


 

Quote

 

Published on 12 Jun 2017

Watch the official announcement trailer for the expansion to XCOM 2. SUBSCRIBE for Inside Looks at new characters and enemies, features and insights from the XCOM 2 development team: http://2kgam.es/XCOMYT

The real war begins August 29.

 

 

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Quote

 

XCOM 2’s next DLC is so big it almost became XCOM 3

 

...

 

The most interesting new mechanic for players is something called “bonds.” New soldiers will each have a compatibility rating, and certain individuals will get along better than others. As relationships grow, Solomon said there’s a chance that soldiers could develop a bond. After a mission, the camera will zoom in on them back at base having a beer or training together on the weapons range. As those bonds increase, more powerful skills will be unlocked on the battlefield. One allows a soldier to take their action and give it to their bondmate.

 

There’s even a chance that two soldiers who don’t really get along could change their opinion of one another. For instance, Solomon said, if a soldier saves a comrade that they actively dislike their relationship could begin to change.

 

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On 11/10/2016 at 3:12 AM, compl3x said:

 

Are a lot of PC players using controllers for a game like XCOM? Seems like a downgrade.

The first new XCom played better with a controller.. you could just sit back and relax. while with M/KB you have to sit all focused and into it. and it was well designed so it had no downside to using a controller. 

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Such a grip is not necessarily uncomfortable (the Krono is also light enough for it), but it requires a bit of muscle retraining. Sometimes, I do not bother with the dial and hold the Krono like my phone, flipping through pages with volume buttons, as they are perfectly positioned for my right-hand thumb. Interestingly, when testing the Krono, I would often find myself thinking that a roller embedded in the long plastic cylinder on the back of the device would have been a much more comfortable solution. There is a free idea for you, guys. Software The Krono runs Android 15 with a very minimal launcher on top. The home screen presents you with a list of apps, a scrollable list of widgets, and your user profile. Widgets can display time, calendar, or recent books for quick access. You can also add or remove apps from the home screen to keep the most useful stuff around without tapping "Apps." I like this minimalistic approach; it looks clean, easy to understand, and light. I understand that some may find the list of all apps way too clean, but fortunately, DuRoBo lets you switch to traditional icons. The reader also has a bunch of preinstalled apps: Read: The default app for reading. Browser: A Chromium-based browser. Files: A simple file manager. Music: A simple music player. Spark: A voice recorder with transcription support and AI summarization DuRoBo AI: A built-in AI chatbot. Transfer: An app for file transfer over Wi-Fi. If that is not enough, there is the Google Play Store, where you can download all the extra apps you need, alternative readers, podcast apps, chatbots, and more. DuRoBo is not trying to give you an all-in-one device. The standard software experience is quite minimal, which makes it easy to approach and learn. The standard reader supports EPUB, EPUB3, AZW3, MOBI, PDF, TXT, DOC, and DOCX, which is more than enough to let you read most books without third-party software. As for customizing the reading experience, you can select one of five built-in fonts, adjust size and thickness, adjust margins and spacing (only three variants for each), change text alignment and direction, toggle the reading status bar, and switch to dark mode. There is also text-to-speech, which utilizes Android's default TTS tech. While I like the simplistic approach, I cannot help but feel DuRoBo could have made the built-in reader a bit more customizable. However, I am not going to bog down on this, as you can always install any other reader you prefer using the Play Store or by sideloading an APK. Getting books to the Krono is very simple. Given that the device is an Android smartphone without cellular connectivity, you can transfer files via a USB Type-C cable, download them using the built-in browser, share them over Bluetooth, or use cloud storage. My favorite was the built-in Transfer app. It is simple, reliable, and very well-designed. I was surprised by how well-designed the web portal is. It is fast, pretty, and properly categorized. Well done! Once you have your books loaded, you can highlight or underline text, add annotations, bookmark pages, check the table of contents, and ask AI about the selected text. Unfortunately, the Krono has no built-in vocabulary, but again, that is something a third-party reader could fix. Overall, the built-in reader is light and snappy, with just the minimum amount of features for a regular user to enjoy reading books. The Krono has no built-in reading tracking, so stat nerds will have to look for third-party reading apps. However, you can set a daily reading goal, and the reader will notify you when you reach it (for example, one hour). You can also set a reminder to read at a certain time, and when the time comes, the Krono will light up its back LEDs and unlock itself to nudge you. Other than that, the rear LEDs do nothing, not even showing charging progress, which is an unfortunate misopportunity if you ask me. Quirks aside, Krono's Android runs quite snappily and bug-free. Early reviews of the Krono criticized its Android 13-based software quite a lot, but now, the reader runs Android 15, and its software has fixed plenty of initial complaints. I never experienced any issues with built-in apps. AI attempts The DuRoBo Krono comes with a built-in AI chatbot. There is no information on what model powers this thing, but the system says it was "trained by Google." You can launch the bot from the app list or by double-pressing the dial. It works just like any other chatbot, and you can ask it anything by typing or using voice input. The AI saves your chats, and you can rename, export, or delete them. DuRoBo AI requires an active internet connection, and it does not work offline. Its reach and capabilities are also limited. You can only chat in the app and use it in the reader app as a makeshift vocabulary. However, the implementation is kinda awkward. You can only send a selected portion of text to AI without giving it any requests or instructions. I highlighted the word "dumb," and it apologized to me for not being useful. You also cannot ask follow-up questions or send the generated response to a separate chat. The chatbot is also slow, even with fast Wi-Fi, making the overall experience quite frustrating, which makes me again wish for the ability to remap the double press to something else. Spark, the standard voice recording app, also uses AI for note summarization and transcribing. Neither feature works offline, unfortunately. Spark records notes up to 30 minutes using Krono's dual microphones, and you can rename or export notes. Transcription quality is decent, and the speed is alright, but you can find much better solutions in the Google Play Store. What I like about Spark is that transcribed notes are not locked, and you can always type more to elaborate on your ideas, which is handy. Overall, I like that the Krono is not shoving AI down my throat, but to be honest, there is really not that much to shove. AI features here feel raw and need improvements to be more useful. Battery Life Like most E-Ink readers, the Krono has fantastic battery life. Even with a clock as a screensaver, its standby power consumption is incredibly low. And when in use, you can get weeks of reading on a single charge. Without the front light, my unit never sipped more than one or two percent of battery during a one-hour reading session. It was nice to see plenty of battery-related settings. You can limit charging at 80% to protect battery health long-term, check the number of charging cycles, manufacturing/first-time use date, battery health, and the maximum capacity. Additionally, the Krono lets you select what hardware remains enabled when sleeping. This lets you keep Wi-Fi and Bluetooth on (say, if you want to receive notifications, for some reason) and keep audio playing when locked. Turning these features off effectively eliminates any standby battery drain. I left my Krono sitting for 24 hours with a clock screensaver on, and it did not drop a single percent. The pretty big 3,950 mAh battery justifies the device's thickness and ensures you do not have to charge it for long periods. Speaking of charging, it is capped at only 10W, which is a bit disappointing, as getting such a big battery to 100% takes a notably long time in the era of super-fast charging smartphones. DuRoBo Moodi The Moodi is a standalone, optional accessory for your Krono. It is a wireless remote with two customizable buttons that you can use to flip pages, control media, or scroll webpages. The accessory connects via Bluetooth. Despite having a built-in rechargeable battery, it is extremely light. While the Moodi's shape and form factor is not what I would call particularly ergonomic, it is not uncomfortable to hold and use. The Moodi comes with six removable magnetic buttons with various smiley faces. Buttons sit securely, and they have nice-feeling, albeit a little loud, clicks. It is a cute touch that adds a little more fun and character to the device. There is also an accented power button and a single status LED. The latter displays charging status and connection mode. The Moodi supports three modes: Reading: Buttons work as volume buttons, allowing you to flip pages in the built-in reader or other apps that support page turning with volume buttons. Media: Buttons work as skip forward/backward, which is useful when listening to audiobooks, podcasts, or music. Scroll: The third mode lets you scroll pages in the web browser or any other application The Krono properly detects the Moodi and presents you with an on-screen guide when you connect it for the first time (it also displays the battery level). However, you can only change modes by holding both buttons for a few seconds. It is also worth noting that the Moodi works with other devices. I connected it to my iPhone and it let me adjust volume or control media playback. Sadly, the scroll did not work, so you cannot use it to waste time scrolling TikToks. Overall, the Moodi is a cute little accessory, which I can recommend for those who read a lot. It is very useful for remote page flipping when you do not want to burden your hands by holding the Krono all the time. I only wish DuRoBo included a lanyard for the built-in loop. As for the battery life, after using the Moodi for a few days, I only managed to drop several percent of its 90 mAh battery. Despite the small size, it is rated for weeks of use, which is pretty impressive. At $35.99, I cannot say the Moodi is a must-have accessory, but I see the appeal. I prefer using the Krono with its Smart Dial, as I rarely read for more than 40-60 minutes in one sitting. However, if you have a stand and like reading for long periods, the Moodi is the right thing to have. It is a bit more expensive than regular page flippers on Amazon, but it is on par with similar products from Kobo or BOOX. Plus, it has a little more fun to it with removable buttons and better integration into the Krono. Conclusion At the end of the day, DuRoBo Krono is a nice pocket-sized e-reader. Its software focuses on the main things without trying to be everything at once. The smart dial idea is unique and great, and I wish more manufacturers had something similar in their devices. The display is also good, with an even frontlight and "always-on" support. I did not notice any deal-breaking issues with the Krono. However, you can feel that the idea needs some improvements, such as a slightly stiffer dial in a more ergonomic location, perhaps a little more premium materials, and better software customization. I hope the company won't give up on the idea and improve the dial and ergonomics in the second generation. Buy DuRoBo Krono Black - $279.99 on Amazon Buy DuRoBo Krono White - $279.99 on Amazon Buy DuRoBo Moodi - $35.99 on Amazon As an Amazon Associate, we earn from qualifying purchases.
    • In what way is any of what I said incorrect? To install an update you need to close all browser instances, upping it from once a month to once a fortnight is an inconvenience for users. Particularly when updates don't offer functionality that users want (notably copilot). Security updates should come as they are needed, not on a release schedule
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