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IDLE RAIDERS v2 — The Final Pre-Launch Patch

![fighting-logo.png](https://files.peakd.com/file/peakd-hive/idleraiders/EoGqg6LmdTNUBgxjsfh5hEfZoQAKueU8t2GWZGCfbRaTJapJ23f2R7MzbGaNpuD6Qkd.png)

⚔️ IDLE RAIDERS v2 — The Final Pre-Launch Patch

Test phase is ending. Maintenance is starting. v2 officially launches in ~60 hours.

This is the final balance pass before Idle Raiders v2 goes live. Every system in this post is shipping with launch — energy-scaled rewards, per-dungeon mission gates, dynamic leaderboard targets, the boss-raid tier overhaul, and the v1 pack distribution plan.

🗓️ Launch Schedule

  • Now → ~24h: Test phase still open. Last chance to play, break things, and report bugs.
  • ~24h → Wednesday: Game enters maintenance mode so we can wipe progress, distribute v1 packs to whitelisted accounts, and lock in launch values.
  • 🚀 Official Launch: Wednesday, April 29, 2026 — 8:00 AM PH (UTC+8) / 00:00 UTC Wednesday

When maintenance starts, the entire site swaps to a maintenance page. Login, registration, and gameplay are all disabled. The game comes back online at the launch time above with all eligible accounts pre-created and packs already in their inventories.

 

📌 Read These First

1. Test phase progress is wiped at launch.
Every level, card, currency balance, mission count, and guild stat earned during the test phase resets to zero when the game reopens on Wednesday. This is by design — official launch starts everyone on equal footing.

2. v1 pack purchases carry over as packs, not USD credit.
The original plan was to convert v1 spend into in-game USD. We changed it: v1 buyers now get packs delivered directly to their account at launch. No conversion math, no claim flow — log in Wednesday and your packs are already there. Eligibility is locked to the Pack Purchase Record.

3. Token names are final.
The mission/dungeon currency is Realm Coins (REALMC). The premium currency is Soul Shards (SSHRD). Anywhere this post says "tokens" or "coins" in formulas, it means Realm Coins.

4. All numbers in this post are launch-day values.
Tuning continues post-launch based on real economy data — but what's documented here is what ships Wednesday morning.

 


📦 v1 Pack Purchase Compensation — Updated

Change: Instead of crediting in-game USD to v1 pack purchasers, eligible accounts now receive packs directly at launch.

The original v2 announcement promised v1 spend would convert into a USD balance you could spend in-game. After thinking about the friction of that flow — claim, convert, spend — we decided to skip the middle step entirely and just deliver packs to your account.

You log in Wednesday morning. Your packs are waiting. Open them, collect cards, run a mission. Done.

The Pack Purchase Record determines eligibility. Below is the final consolidated list — the result of merging multi-accounts, applying the +5 pack-per-account bonus, and locking everything in for distribution.

Final Consolidated Pack Distribution

# Username Packs Notes
1 tehox 592
2 vcelier 531 Consolidated from 3 accounts
3 freedomprepper 490
4 yabapmatt 395
5 paleshelter 274 Consolidated from 2 accounts
6 firstraider 238
7 speedtuning 238 Consolidated from 2 accounts
8 silentriot 162
9 raythulhu 148
10 looftee 98
11 dekimasu 88
12 dadspardan 87
13 bakenbard 77
14 xurph 58
15 missalice 52 Consolidated from 3 accounts
16 kobusu 48
17 yonyonsson 47 Consolidated from 3 accounts
18 heemshowlive 39
19 windail1 38
20 charles1008 34 Consolidated from 2 accounts
21 bengbenggg 22
22 miketronnn 21
23 samfoat 15
24 emru01 15
25 gamaweb 14
26 blockgaming 13
27 outwars 11
28 atomcollector 11
29 sammonsters 11
30 warshire 10
31 artem7453 10
32 splcards 10
33 kitsuki 10
34 supersvs 10
35 sudeon 9
36 gezellig 8
37 lloydi 8
38 bandus 8
39 drstealth 8
40 miner007 8
41 thewobs94 7
42 grimmjoe 7
43 masummim50 7
44 frazfrea 7
45 velourex 6

Total: 45 accounts — 3,490 packs.

Don't see your name and you bought v1 packs? Contact me on Discord before maintenance starts so I can verify and consolidate before the cutoff.

 


🔒 Multi-Account Consolidation Policy

You have 1 week from official launch to consolidate alt accounts into a single main.

At launch, every eligible account (including alts) receives 5 packs. You may transfer those packs from each alt into your main account during the consolidation window. After 1 week:

  • Non-consolidated alt accounts are permanently removed
  • If you don't designate a main, only one account is kept on request — all others are forfeited

Example: 1 main + 3 alts → up to 20 packs (5 × 4 accounts) consolidated into your main.

To request consolidation: message me on Discord with your main username and the list of alts you want merged.

This is a one-time cleanup to keep v2's economy and leaderboard fair from day one. Multi-account support returns later — up to 3 accounts per verified Discord identity.

 


⚡ Energy-Scaled Rewards — REALMC/Energy Is Now Flat

The single biggest gameplay change in this patch. War Campaigns are no longer a sucker's bet on a per-energy basis.

The problem

The old reward formula treated every mission's bonus pool as identical:

Bonus = RaidPower × 0.1

That meant a 15-energy Scout and an 80-energy War Campaign rolled the same bonus on top of their base rewards. Once you crossed about 50,000 RP, the base difference between mission types was rounding error compared to the flat bonus. The math broke down hard:

Mission Energy Time Old REALMC/Energy Old REALMC/Min
Scout 15 5 min 766 2,298
Patrol 25 15 min 459 766
Expedition 45 30 min 269 403
Siege 60 60 min 212 212
War Campaign 80 180 min 173 77

Spamming Scouts was 4.4× more efficient per energy point than running War. Energy is your hard daily limit, so the dominant strategy was always the same: rotate the highest-tier dungeon you'd unlocked, hit Scout, repeat.

That's not what energy was supposed to be. Energy is the equalizer. It can't equalize anything if the formula ignores it.

The new formula

BaseReward         = mission.baseTokenReward × dungeon.dungeonFactor
EnergyScale        = mission.energyCost / 15        ← Scout = 1.00, War = 5.33
BonusReward        = RaidPower × 0.1 × EnergyScale
RepeatMultiplier   = max(0.1, 1 − repeatCount × 0.15)
FatigueMultiplier  = (fatigue === 0) ? 1 : min(1, Mastery / max(1, Fatigue))
AdjustedBonus      = BonusReward × RepeatMultiplier × FatigueMultiplier
FinalTokens        = floor(BaseReward + random(0, AdjustedBonus))

The only new term is EnergyScale — the mission's energy cost divided by Scout's baseline 15. Scouts stay exactly where they are. Every other mission's bonus pool now scales linearly with the energy it costs.

Mission Energy EnergyScale
Scout 15 1.00×
Patrol 25 1.67×
Expedition 45 3.00×
Siege 60 4.00×
War Campaign 80 5.33×

What this looks like in practice

REALMC per energy — flat by design:

Mission New REALMC/Energy Old REALMC/Energy
Scout ~780 766
Patrol ~777 459
Expedition ~775 269
Siege ~784 212
War ~797 173

The spread compresses from 4.4× to about 1.05×. War is no longer a sucker's bet.

REALMC per minute — Scout still wins for active grinders:

Mission New REALMC/Min Old REALMC/Min
Scout 2,283 2,298
Patrol 1,295 766
Expedition 1,163 403
Siege 784 212
War 354 77

Active play is still rewarded. War now becomes a legitimate AFK option — set it, walk away, log back in to a real payout instead of a rounding error.

A real-world day

For a player with ~265k Raid Power burning through a full energy bar (100 energy):

  • Pure Scout-spam, single dungeon: ~50k REALMC
  • Pure Scout-spam, rotate 10 dungeons (no repeat penalty): ~80k REALMC — unchanged
  • Single War Campaign (80 energy + 20 leftover): previously ~14k → now ~64k REALMC

Long-form play earns roughly proportional rewards. Short-form play is still king for REALMC/minute. You pick your trade-off.

Tooltip update

The mission card on World → Dungeon now shows the live calculation:

Realm Coin Formula
Base: 150 REALMC (guaranteed)
Bonus: RP × 0.1 × (Energy ÷ 15) = 26,500 (×4.00)
Roll: 10%–100% of bonus
RP = 265,000 · Energy = 60 (×4.00)
Range: 2,800 – 26,650 REALMC

The energy multiplier is right there in the tooltip — no hidden math.

 


🗝️ Mission Progression Gates — Earned, Not Skipped

Mission tiers must now be earned through play in each dungeon. Level shows the tier; play unlocks it.

The old system

A new dungeon unlocked all five tiers at once based on player level. A level-46 player could hop straight into Wraith Hollow's War Campaign with zero prior play in that dungeon. Result: lower mission tiers became dead content the moment you unlocked the next dungeon up. Patrol, Expedition, and Siege existed mostly as filler tabs you never clicked.

The new system: two independent gates

Each tier inside a dungeon now has two separate locks:

  1. Level gate — controls whether the mission tab is visible
  2. Completion gate — controls whether the tier is playable

To unlock the next tier in a dungeon, you must complete a number of runs of the previous tier in that same dungeon.

Tier Completions Required Time Investment
Scout Always available
Patrol 36 Scouts in this dungeon 36 × 5 min = 3 hrs
Expedition 24 Patrols in this dungeon 24 × 15 min = 6 hrs
Siege 18 Expeditions in this dungeon 18 × 30 min = 9 hrs
War Campaign 12 Sieges in this dungeon 12 × 1 hr = 12 hrs

Per-dungeon, not global. Clearing 36 Scouts in Goblin Cave unlocks Patrol there. Spider Den still requires its own 36 Scouts. This rewards genuinely mastering each region instead of skipping straight to the highest-tier mission in a fresh dungeon.

Total grind to fully unlock one dungeon: 90 missions, ~30 hours of active play before War Campaign opens up.

What the UI shows

  • Level-locked tabs show Lv.46 like before
  • Completion-locked tabs show the tier name and the progress count on the tab — Patrol 7/10 — with an amber lock icon
  • Unlocked tabs look exactly like they did before

The amber color is intentional — locked-by-completion is a softer state than locked-by-level. You can see it. You can navigate to it. You just need to put in the work.

Why this matters

  • Restores tier purpose. Every mission type is now a stepping stone, not noise
  • Whale-resistant. A player who buys 1,000 packs at level 1 still has to play each tier. Their RP makes the rolls bigger; it doesn't skip the gate
  • Daily goals. "8 more Sieges to unlock War in Ice Cavern" is a clean retention hook with zero quest-system overhead
  • No paywall. Counters never reset. There's no shortcut item
![image.png](https://files.peakd.com/file/peakd-hive/idleraiders/Eo6BgSRFspCECmQ36perNan58xKhdM3F3i8LfZPhiE2Ak4Fznm1cF3yaQrDMAz2Heof.png)

 


🏰 Dungeon Progression — War Campaign Gates Between Dungeons

The mission gate above unlocks tiers within a dungeon. There's now a second gate that unlocks the next dungeon entirely.

Each new dungeon requires 8 War Campaigns from the previous dungeon in addition to the existing level requirement:

Dungeon Level War Campaigns Required Time
Goblin Cave (D1) 1
Spider Den (D2) 16 8× War in Goblin Cave 24 hrs
Graveyard of Souls (D3) 31 8× War in Spider Den 24 hrs
Crypt of the Undying (D4) 46 8× War in Graveyard 24 hrs
Ice Cavern (D5) 61 8× War in Crypt 24 hrs
Dark Forest (D6) 76 8× War in Ice Cavern 24 hrs
Molten Quarry (D7) 91 8× War in Dark Forest 24 hrs
Ashen Fortress (D8) 106 8× War in Molten Quarry 24 hrs
Demon's Gate (D9) 121 8× War in Ashen Fortress 24 hrs
Dragon's Lair (D10) 136 8× War in Demon's Gate 24 hrs

This stops players from skipping dungeons via Training-only leveling. You can grind XP all you want — but to step into Frosthold, you have to spend real time in Sunspire Citadel first.

Total time per dungeon

Gate Requirement Time
Patrol 36 Scouts 3 hrs
Expedition 24 Patrols 6 hrs
Siege 18 Expeditions 9 hrs
War Campaign 12 Sieges 12 hrs
Next dungeon 8 War Campaigns 24 hrs

~54 hours of active play to fully complete one dungeon and unlock the next. Real progression. Real time investment.

 


🐉 Boss Raids — Tier Scaling for Real Leaderboard Stakes

Higher-tier bosses now grant more leaderboard damage and cost more energy. No more farming the easiest boss for free leaderboard points.

The problem

The original damage formula was tier-agnostic:

damage = raidPower × random(0.8, 1.2)

A player with 100k Raid Power dealt the same ~100k damage whether they fought the Tier 1 Goblin King or the Tier 5 Ancient Dragon. The optimal leaderboard strategy was to farm the easiest boss with zero risk. Higher tiers only mattered for catalyst rarity drops.

The fix: combined energy + damage scaling

Two scaling axes, applied together:

  1. Energy cost scales with tier
  2. Damage multiplier scales with tier
Tier Bosses Energy Damage × Efficiency
T1 Goblin King, Spider Queen 20 1.00× 5.0% per energy
T2 Soul Reaver, Lich King 27 1.25× 4.6% per energy
T3 Frost Giant, Ancient Treant 35 1.50× 4.3% per energy
T4 Ember Colossus, Ash Lord 42 1.75× 4.2% per energy
T5 Demon Lord, Ancient Dragon 50 2.00× 4.0% per energy

Example for a 100k RP player

Boss Old Damage New Damage Energy Damage/Energy
Goblin King (T1) ~100k ~100k 20 5,000
Lich King (T2) ~100k ~125k 27 4,630
Frost Giant (T3) ~100k ~150k 35 4,286
Ember Colossus (T4) ~100k ~175k 42 4,167
Ancient Dragon (T5) ~100k ~200k 50 4,000

Design rationale

  • T1 stays most energy-efficient for pure grinders. We're not forcing whales into hardcore content
  • T5 grants 2× leaderboard damage — meaningful incentive for ranked players
  • Efficiency gap is ~20% between T1 and T5 — enough to matter, not enough to make T5 mandatory
  • Catalyst drops still favor higher tiers — drop-quality incentive intact

The leaderboard now rewards progression and risk instead of pure grinding.

 


🏆 Weekly Leaderboard Pool — Reduced to 1,000 Soul Shards

The weekly Soul Shard pool has been cut from 10,000 → 1,000 SSHRD.

Why this matters

Soul Shards are the v2 premium on-chain token (SSHRD). The old 10,000 weekly pool was sized for a placeholder economy where shards were a soft currency. Now that shards have real on-chain scarcity, the issuance rate has to match their role as the premium tier.

The 10× reduction:

  • Keeps Soul Shards meaningfully scarce week to week
  • Makes leaderboard rank truly valuable — top contributors earn a much larger share of a smaller pool, in a currency that holds real weight
  • Aligns supply with the v2 token economy and prevents long-term inflation

Updated math

EXPECTED_DAMAGE = dynamic (see next section; floor 1,000,000)
PREMIUM_POOL    = 1,000 SSHRD (was 10,000)

GlobalPool   = min(PREMIUM_POOL, (GlobalDamage / EXPECTED_DAMAGE) × PREMIUM_POOL)
PlayerReward = floor((PlayerDamage / GlobalTotalDamage) × GlobalPool)

The pool still scales with global activity. Below the expected-damage threshold, the pool is proportionally smaller — a quiet week pays out less than the full 1,000.

Example payouts (full pool active)

Your share of weekly damage Old reward New reward
10% 1,000 SSHRD 100 SSHRD
5% 500 SSHRD 50 SSHRD
1% 100 SSHRD 10 SSHRD
0.1% 10 SSHRD 1 SSHRD

What didn't change

  • Distribution method — still proportional to your damage share
  • Reset cadence — still Monday 00:00 Manila time (UTC+8)
  • Boss raid mechanics — tier scaling, drops, energy costs all separate
  • Guild leaderboard — guild rewards are Guild Points, not Soul Shards. Different pool, unaffected

 


📈 Dynamic Expected Damage — The Target Scales With the Playerbase

EXPECTED_DAMAGE is no longer a hardcoded 1,000,000. It now recalculates each week from a snapshot of total Raid Power across all players.

Why a static number doesn't work

The old 1M threshold made sense at launch with a small playerbase, but it doesn't hold up over time:

  • Early game: A handful of low-RP players could rarely hit 1M damage in a week. The pool barely activated. Most weeks paid out a fraction of the 1,000 SSHRD
  • Late game: Total raid power climbs. 1M becomes trivial. The pool maxes out by mid-week, and the real signal — who's actually putting in work — gets buried

The threshold is either unreachable or irrelevant. The fix is to make it a moving target that tracks the playerbase itself.

The new formula

expectedDamage = max(1,000,000, totalRaidPower × EXPECTED_ATTACKS_PER_WEEK)

Where:

  • totalRaidPower — end-of-week snapshot of summed Raid Power across all players' non-booster cards
  • EXPECTED_ATTACKS_PER_WEEK — currently 10 (average boss attacks per player per week, tunable)
  • Floor of 1,000,000 so a tiny playerbase still has a meaningful target

Each boss attack deals ~1.0× raidPower damage on average (the existing 0.8x–1.2x range averages to 1.0). So a player making 10 attacks per week deals roughly 10 × theirRP in weekly damage. Aggregated across the playerbase, that's totalRaidPower × 10 — the natural expected weekly output if everyone is moderately active.

How the target evolves

As the playerbase grows, the target grows with it:

Week Total Raid Power Expected Damage Notes
1 (launch) 80,000 1,000,000 Floor active — small playerbase
4 150,000 1,500,000 Floor exceeded
8 400,000 4,000,000 Pool needs more activity to max out
16 1,200,000 12,000,000 Whales pulling weight; casuals' share is correctly weighted
24 3,000,000 30,000,000 A 1M-damage player is now "average," not a leaderboard hero

The pool size never changes (still 1,000 SSHRD). What changes is what counts as the playerbase pulling its weight. A player who deals 100k damage in week 1 (when expected is 1M) gets a far bigger share than the same 100k in week 24 (when expected is 30M).

That's the design intent: leaderboard prestige reflects your share of an active, growing economy.

What players see

The leaderboard tooltip on World → Leaderboard now shows the dynamic target alongside the calculation:

How the pool is calculated
The pool scales based on total damage vs. a 2,650,000 damage target,
capped at 1,000 Soul Shards.

Target is dynamic based on total raid power (265,000 RP).

Players don't need to read the formula. They see the number move week to week as the game grows.

 


🪙 Material Trade System — Quantity-Based Pricing

Bulk trades now cost what they should. No more converting 50 materials for the same fee as 5.

The old formula

RealmCoinCost = targetZoneIndex × 25

Trading 5 materials or 50 cost the same — a flat fee per conversion regardless of volume. Players bulk-converted entire material stockpiles for almost nothing.

Trade Materials In Old Cost
5 D1 → 1 D2 5 25 REALMC
25 D1 → 5 D2 25 25 REALMC
50 D9 → 10 D10 50 225 REALMC

The new formula

RealmCoinCost = inputMaterialsQty × targetZoneIndex × 25

Each material in the conversion now contributes to the fee, making bulk trades a genuine REALMC sink.

Trade Materials In Zone New Cost
5 D1 → 1 D2 5 1 125 REALMC
25 D1 → 5 D2 25 1 625 REALMC
5 D5 → 1 D6 5 5 625 REALMC
50 D9 → 10 D10 50 9 11,250 REALMC

Bulk trading UI

The trade modal now includes a quantity selector with +/- buttons and a "Max" button. Players can convert multiple batches (up to 100) in a single transaction with the total cost displayed upfront.

  • Quantity capped at available materials (÷5) or 100, whichever is lower
  • Cost updates live as quantity changes
  • Materials and Realm Coins validated before the trade button enables
![image.png](https://files.peakd.com/file/peakd-hive/idleraiders/23tkk3UufXcpMaCeeJFiVWHyFKBXk2pn3rHt7qXJrVc3yyUCPwP9RwMfAvQskp7qixVnS.png)

 


📉 XP Boost Soft Cap — Reduced from 100% → 75%

The XP/Material/Energy boost soft cap has been pulled back to slow extreme stacking while keeping booster cards valuable.

The change

Old: soft cap at 100% (diminishing returns up to 200% max).
New: soft cap at 75% (diminishing returns up to 150% max).

Raw Boost Old Effective New Effective
50% 50% 50%
75% 75% 75%
100% 100% 94%
150% 150% 127%
200% 171% 150% (capped)

Impact on leveling

With the new cap, the maximum XP multiplier drops from ~6× to ~4.5× (75% boost + 50% guild + 2× potion). This extends the time to reach max level while still rewarding players who invest in booster cards.

Training XP rate (2 XP/min) is unchanged — it's intended to be the primary XP source for mastery-focused players.

 


🎁 Referral System — 1 Dollar Per Registered Friend

A referral system shipped during the test phase and carries over to launch.

How it works

  1. Share your link — find it in the top-nav Referrals icon. Format: https://www.idleraiders.site/login?ref=yourusername
  2. Friend signs up — the link pre-fills your code. Your username is stored as their referrer
  3. They register — when they pay the registration fee, you get 1 In-Game Dollar instantly. A history entry is logged for tracking

What the dashboard shows

  • Your unique referral link with a copy button
  • Registered: count of friends who completed registration
  • Pending: count of friends who clicked but haven't registered yet
  • Total: combined count
Setting Value
Referral Reward 1 Dollar
Starter Dollars (new player) 10 Dollars
Registration Fee $10 USD (in HIVE)

Rewards only fire when:

  • The referred player completes registration
  • The referrer is a registered player
  • Referrer ≠ referred (no self-referrals)
  • The referrer is not the default idleraiders account
![image.png](https://files.peakd.com/file/peakd-hive/idleraiders/23swbmj1YgvNhX986kXvFc47kZWkAJCDNSUYersySov6dFHNcJ7rquseW56xsLmicD6Lq.png)

 


✅ What Didn't Change

To make the diff easy to track:

  • Base mission rewards are unchanged (baseTokenReward × dungeonFactor)
  • Repeat penalty is unchanged (15% per repeat, floor 10%)
  • Fatigue / Mastery interaction is unchanged
  • Mission durations, energy costs, fatigue per mission, material rolls — all unchanged
  • Pack opening rates — unchanged

This patch is bonus-formula and progression-gate work. Your existing card investments, dungeon understanding, and energy planning all carry over identically.

 


🛠️ What's Next After Launch

The work doesn't stop at the launch button. On deck (no order):

  • Mastery / fatigue curve audit — the fatigue multiplier rarely matters past mid-game because Mastery scales with cards. Needs a closer look once we have post-launch data
  • Material drop balancing across mission types now that REALMC rates are even
  • Repeat-penalty review — 15% per run might be too steep with the new bonus weights
  • Per-dungeon completion milestones with cosmetic / title rewards (separate from unlocks)
  • Possible reduction of completion-gate counts for D1 (Goblin Cave) so onboarding still feels fast

Feedback welcome in Discord — particularly from players who run War Campaigns regularly, and from anyone trying out fresh dungeons after the progression gate goes live.

 


💬 Final Words Before Launch

The test phase did its job. We caught the bonus-formula trap, the leaderboard threshold scaling problem, the easy-boss farming exploit, and a dozen smaller things — and shipped fixes for all of them. Idle Raiders v2 launches Wednesday in much better shape than it would have without the test phase.

To everyone who logged in over the last few weeks, ran missions, hit walls, and reported back — thank you. You're the reason this patches exists.

The realms close within 24 hours. Reopen on Wednesday morning, properly this time.

See you on the leaderboard. 🔥

Idle Raiders Team

 


🗓️ Launch Time — Final Reminder

Zone Time
🇵🇭 Philippines (UTC+8) Wednesday, April 29 — 8:00 AM
🌐 UTC Wednesday, April 29 — 00:00 UTC
🇺🇸 US Eastern (UTC−4) Tuesday, April 28 — 8:00 PM EDT
🇺🇸 US Pacific (UTC−7) Tuesday, April 28 — 5:00 PM PDT
🇪🇺 Europe Central (UTC+2) Wednesday, April 29 — 2:00 AM CEST
🇧🇷 Brazil (UTC−3) Tuesday, April 28 — 9:00 PM BRT

Set an alarm. The maintenance page comes down at exactly 00:00 UTC Wednesday.

 

🔗 Play: idleraiders.site
📖 Docs: idleraiders.site/docs
💬 Discord: discord.com/invite/PZzN2DKZxq — launch updates, multi-account consolidation, support
🐝 Hive: @idleraiders

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