recursal/Fanatic-Fandom huggingface dataset:
Westenlands Wars

The Westenlands Wars, or the Altirusian Warring States Period, refers to a period between 524 and 545 marked by sociopolitical upheaval and military conflict in Altirus, particularly the Westenlands region, though it would also have a notable impact on the rest of the world. The term is also used to refer to the armed conflicts which marked the period. Its principle result came in the form of territorial changes and official recognition of many smaller nations in the Westenlands, the Partitioning of the Westenlands, and the official end of the legitimacy of the Altirusian Monarchy. The Westenlands Wars are held to have set the stage for the modern geopolitical landscape of Altirus.

The Great Alliances' War is also considered to have been a part of the Westenlands Wars, though the inverse is also argued, suggesting that the Westenlands Wars were part of the Great Alliances' War.
Beirun

Beirun is a nation and island in the Aldesic Ocean. It also refers to the numerous islands historically claimed by the Beirunese Empire, or by the modern Beirunese Commonwealth. In terms of pure area, Beirun is the single largest nation on Erita, though roughly 85%(Δ) of this territory is open ocean, and only about 10%(Δ) is usable land (mid-ocean oil wells and fisheries notwithstanding).

## History

The earliest known human settlers of Beirun and the surrounding archipelagos are Angani, believed to have been part of the first seafaring migrations between Sorothis and Saldis. It is believed that the modern Beirunese ethnic group is primarily descended from Messani, who sailed northward from Tangora between 2800 and 2600 PC, and displaced or marginalized the original Angani peoples on the main islands of Beirun.

### Expansion

Migration outward from the main islands of Beirun is believed to have begun around circa 2000 PC, spurned on by tribal unification. This was followed in short order by a series of military conquests which placed Beirun itself and neighboring island chains firmly under the rule of the Matagaki Dynasty, and brought them into contact with civilizations and tribes spanning the islands of the central Aldesic Ocean.

### Early Archipelago Kingdoms

Pre-Imperial records suggest that many of the island cultures that would eventually make up the Beirunese Empire had been in loose contact since as early as 1800 PC, predating the Craenate Empire. It is generally accepted that, by this point, most island tribes had become, or been integrated into, Archipelago Kingdoms, while the inhabitants of some smaller islands remained isolated or independent. Beirun itself is considered to have been the largest of these kingdoms, though many of the ruling dynasties of the kingdoms apparently originated from Beirun.
Office of Civil Interest

The Office of Civil Interest (Ovitziy u Pylaka Cievo), OPC, or simply the Office (Ovitziy), was a secret police, military police, intelligence, and paramilitary organization that operated under the Syrvanian National Republican Party. Although its main purpose was to ensure party loyalty among the civilian populace, among personnel of the Syrvanian armed forces, and in Syrvanian-occupied territories, as well as political coercion, assassination, and sabotage, its direct connection to the Party and its leadership resulted in its use for ancillary roles such as military and domestic intelligence, internal security, and battlefield command.

## History

### Party Security Staff

The second Chairman of the National Party, Oryeleb Drywoczik, called for the creation of a security force after a supposedly violent altercation during a rally in Zhanbroc in 514. The Party Security Staff (Razdijets Obrona Partisy, or ROP) would be formed by members of the Party later that year. In 516, after the murder of Drywoczik and appointment of Konstantin Strynovich as Party chairman, the ROP would be deemed an "unaffiliated, militant branch" by Strynovich, despite its significant expansion and procurement of arms.

[Placeholder]
Raid on Howicz House

The Raid on Howicz House took place in 518, and was conducted by the Syrvanian National Republican Party, chiefly executed by members of the ROP. During the raid, National Party members destroyed a number of valuable monarchist-era artifacts including paintings, jewelry, and preserved family heirlooms, some dating back to the first century PI, before burning down Howicz House itself. This event was considered to have been the first major criminal act by the National Party, and epitomized the anti-Monarchist sentiment in Syrvania at the time.

Despite orders, most officers from the local police refused to intervene, with some actively stopping any who tried to interfere with the raiders. This mass case of insubordination, combined with the effort within Syrvanian Parliament to dismiss it, also brought to light how firmly entrenched these sentiments were in the Republic.
Altirus

Altirus is a continent situated in the Northern and Western Hemispheres, and makes up the eastern half of the Alenthos landmass. It is bordered by Entirus to the west, the Artessic Ocean to the north, the Aldesic Ocean to the east, and the Kartasian Sea and Sorothis to the south. Altirus covers an area of approximately 15,000,000(Δ) square kilometers, and is the second-largest continent on Erita.

Most cultures in Altirus are descended from, or were influenced by, the Craenate Empire, which spanned over 3/4 of the continent during its height

## Etymology

The name *Altirus* originates from High Craenate, stemming from the ancient Craenate word *Altirhaas*, translating to "Our Lands".

## Meta

Altirus is the namesake for the setting, as most stories within it are set in Altirus, or are related to events on the continent. In past iterations of the setting, Altirus was isolated from the rest of the world until the advent of air travel.
Lords' Uprising

The Lords' Uprising was a civil war in Syrvania between 511 and 513. It was fought between the Syrvanian Republican government and Syrvanian Restorationist Union, which intended to depose the Republic and reinstate the Syrvanian Monarchy under Duchess Arynna Urczek. Support given to the Restorationists by the League of Sovereigns contributed in fostering anti-Monarchist sentiment in Syrvania, and by extension, gave rise to the Syrvanian National Republican Party.
Lavinian Common Movement

The Common Movement was a Lavinian anti-monarchist faction formed by Savow Corveschu in 508. While the movement had its roots in outrage over the results of the Fallesdam Conference, wherein Lavinia was given to King Lian IV of House Taverly, it largely manifested as a result of ongoing corruption in Lavinia's monarchist government, and seeing the abdication of Fedorik II of Syrvania. The Common Movement would be the chief anti-government faction in the Lavinian Revolution of 509 - 511. After the assassination of Corveschu in 511, splinter factions would form and continue to operate for the next several months until the Seged Compromise, marking the end of the revolution.
Lusivakian Confederacy

The Lusivakian Confederacy, also known as the Lusivakian Empire, or the Lusivakian Commonwealth (not to be confused with the late fifth and early fourth century military-economic alliance of the same name) was a Sivak nation formed during the second and first centuries PC, and would remain as the largest unified state of the Sivak ethnic group until its dissolution in 352 PI. Its territorial claims in the years following the collapse of the Craenate Empire would influence the politics of the western Westenlands, and would lay the groundwork for the later Lusivakian Commonwealth.

## Name

The name "Lusivakia", which would go on to refer to the westernmost regions of Altirus after the formation of the Confederacy, originates from the name "Lusitc Sivakia", or "The Eastern Sivak Lands". Although the Proto-Sivaks trace their roots to lands east of the Pordski Mountains, mass migrations westward would result in early Sivak civilizations being established along the rivers and coasts dividing western Altirus and eastern Entirus. Thus, the eastern part of the Sivak tribal territories would be referred to as "Lusitc Sivakia" after the conquests and unifications of the 4th century PC, and would later extend to the Pordski and, temporarily, beyond to the Zlowice River.
Great Alliances' War

The Great Alliances' War, Altirusian Imperial War, the Continental War, or the Alliances' Conflict, was a period of geopolitical tension and a series of related armed conflicts waged between the continental powers of the League of Sovereigns and the Lusivakian Commonwealth, consisting mainly of Bressia, The Chergarian Empire, Elandris, and Akrovia, during the Westenlands Wars. Though the war consisted primarily of naval actions in the Aldesic Ocean, the Kartasian Sea and the White Sea, land actions were also seen on small islands and in coastal regions during the naval campaigns, and to a limited extent in continental Altirus. It is argued by some that the Great Alliances' War was the overarching conflict of the Westenlands Wars, and those conflicts fought in the Westenlands should be considered as part of the Great Alliances' War.

The scale and impact of the Great Alliances' War in continental Altirus was mitigated by the Treaty of Pansk, as well as geographical and logistical limitations, although the major powers would see increased involvement in various proxy wars in the Westenlands as the conflict went on.

The end of the Great Alliances' War in 545, with the signing of the Pan-Altirusian Armistice and the Partitioning of the Westenlands, was also marked as the end of the Westenlands Wars, although a number of civil conflicts would persist over the following decades.

## Misnomer

The term "Great Alliances' War" first came about during the Syrvanian Incursion of Autumn 524, which was followed shortly by confrontations between the alliances elsewhere. It was believed that these confrontations would precede a land war of a massive scale, waged across Altirus by the continental powers and their Westenlands allies, possibly extending outside of Altirus and resulting in a world war. While this outcome was mostly precluded by the Treaty of Pansk, many expected that the land war would escalate further between the alliances. However, apart from a small number of major actions in continental Altirus, and the ongoing war at sea, it would remain a series of mostly disconnected, often asymmetrical actions, rarely exceeding the scale of the earlier war in Syrvania.

Due to the prevalent usage of the term during the Westenlands Wars, it sees continued usage to refer to the overarching conflict between the alliances during that time, despite never escalating to the scale the name may have implied. Many modern historians argue for the adoption of a less grandiose term, such as the Alliances' Conflict.
How do I set up my Profile

So you’ve downloaded Endless Mission, launched it, and created your account.  You find that next to your account name you see a generic profile picture.

“How do I change that?” you ask.  Well, follow these steps and you’ll be good to go in no time.

1.      Hop over to the web browser of your choice and head to:

https://portal.theendlessmission.com/

2.      At the top right corner of that page you will see a “Log In” button.  Click on that.

3.      That will bring up an option to “Log in with Steam”.  Click on that.

4.      Log in using your Steam account data.

5.      Once you do that you’ll bounce back to our website and in the upper right corner you will now see your account name.  Click on that and that and you will now see an option for “My Profile”.  Click on that.

6.      That will bring you to your Profile page with a window in the middle of the screen that says “My Profile”.  On the right side of that window you will see 3 stacked dots.  Click on those.

7.      Choose the option for “Edit Profile”

8.      You will now see an option for Change Avatar.  Click on that.

9.      You’re almost done.  This now brings up a window where you get to choose your profile picture.  The guidelines say that the image has to be square, no larger than 2048 pixels wide, less than 1 MB in size and either a PNG or JPG.  Click on the “UPLOAD” button and find an image on your computer that fits the criteria.

10.  Once you’ve found one, just hit the “ACCEPT” button and that takes you back your Profile page.

11. Now just click on “SAVE” and you are finished.  When you hop back over to the game you should now see your image associated with your account.
Zlowika Kingdoms

The Zlowika Kingdoms, or the Svaalhka Confederacy, were a dominion within the Craenate Empire comprising modern-day Hetland, Lavinia, Eseravo, eastern Syrvania, and southern Marezheivo, though the entirety of Syrvania, much of Hetland, and parts of Marezheivo, would be incorporated into the Dominion of Syrvanska in the last century PC. This was considered to be the furthest-most reach of the Craenate Empire, and would form into a number of independent kingdoms just prior to its collapse, in turn later coalescing into the modern nations of the region.
Mathis Mk I

### Armament

60mm Ardo Mk IV gunCoaxial Lewen A machine gunLewen A machine gun in frontal turret

### Maximum speed

15 km/h (Road)

The Mathis Mk I was an infantry tank produced by Chergaria from 523 to 531, and the principal breakthrough tank of the Chergarian Army during the Syrvanian Incursion. It would also be used by the Hettic Home Army, in conjunction with the Colbrun Medium A, as a main fighting tank.

## Development and Production

The Mathis Mk I was designed to fit within infantry-centric, methodical warfare doctrine proven during the Third Spat, and was made with the express intention of heavy infantry support and breakthroughs. The Mathis family itself represented a line of second-generation heavy infantry tanks with 360-degree rotating primary turrets and one or more secondary machine gun turrets. While original plans involved a forward machine gun turret, a rear machine gun turret, and multiple machine gun ports (one in the main turret rear two on either hull side), development of an electric turret drive, and a 30-ton weight limit imposed by the Imperial Central Arsenal, saw all but a single frontal machine gun turret deleted from the design.

## Operational History

[placeholder; reputation for being extremely difficult to destroy by both infantry and armor; effective during first half of Syrvanian Incursion, but reliability issues were compounded by new, inexperienced crews brought in to reinforce invasion

Most tanks from war in Syrvania left in Hetland and sold to Hettic Home Army, where reliability issues similarly arose. Frequent, but often short-term use by Syrvanian forces, often due to poor mobility and lack of spare parts. Postwar trials by Syrvanian army saw surviving Mathis Mk I tanks scrapped, rather than being used in border actions or internal policing.]

## Successor

Lessons learned from action in Syrvania mandated revisions to the design, including increased ground flotation, greater operational mobility, and a higher-velocity gun. The Mathis Mk II would be approved for service in 530, though the Mk I would remain in production as an export vehicle until 531.
System requirements

*This article is a stub. You can help The Endless Mission Wiki by expanding it.*

The following are the minimum and recommended **system requirements** for *The Endless Mission*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## Minimum requirements

**OS**: Windows 7 x64 or newer

**Processor**: Ryzen 3 1300 / i3 7100 or equivalent

**Memory**: 8 GB RAM

**Graphics**: GTX 1060 6GB / AMD RX 580 or equivalent

**DirectX**: Version 11

**Storage**: 40 GB available space

## See also

* How to play guide for The Endless Mission
* Release date
Vennhaeg

The Holy Free State of Vennhaeg, or simply Vennhaeg, was a short-lived city state ruled by Ackys Superior, later self-proclaimed Holy Emperor, Lozus Therdeg. It was formed shortly after the Razing of Vennhall following the death of Emperor Brander IV, originally as an emergency measure to maintain order in and around the capital. Lozus Therdeg, Ackys Superior of the Craenate Empire prior to that point, would assume control of the emergency military government and declare himself the spiritual and political ruler of the new, independent Vennhall city state, which he planned to make into "the holy heart of a post-Imperial, pan-Altirusian confederacy, (...) united by faith, and loyalty to God over petty kings".

The Holy Free State of Vennhaeg would capitulate after the capture of Vennhall by the Chergar Empire circa 25 PI, and the public execution of Therdeg.
Beginner Tutorial 3: Eliminate Capitán BlackClaw's Dash Cooldown Timer In The Platformer

* First, enter the **Editor**.
* Then, press the 'Load' button, and load the **Platformer** Core Game.
* Before you start, select "Save As" using the drop-down next to "Save" the top of the screen, and give the Game a new name, like "MyTutorialPlatformer". Now, you can save your progress whenever you want just by pressing "Save", and you will be able to Load your tutorial Game and come back to it anytime.

Normally, the **Avatar** Capitán BlackClaw has what we call a "Cooldown Timer" governing her dash attack. This is a hidden internal timer that activates every time you finish performing a dash, and while it is running, it stops you from performing another dash. We are going to reduce this to 0 so that you can dash again without having to wait for the timer to expire.

2. In the **Properties Panel**, look for "Dash Attack Cooldown". It is 1.
3. Change this value from 1 to 0.
4. Now, whenever you finish a dash on the ground, you will be able to dash immediately again without having to wait one second. However, you might notice that if you dash in the air, you still won't be able to dash again until you hit the ground. This is because this **Asset**'s code doesn't let you dash more than once in the air before touching the ground.

There are many other properties you can play with and explore under "CapitanBlackClaw" . Try adjusting a few of these and see what happens:
* **Stun Duration:** This is how long you are stunned for after getting hit, in seconds.
* **Post Stun Invincibility Duration:** Within this duration, in seconds, you won't be able to take damage again after getting hit.
* **Jump Height:** This is how high your initial jump is.
* **Double Jump Height:** This is how high your second jump is, when pressing jump again in midair after having jumped once.
* **Head Bop Jump Height:** This is how high you launch upward when jumping on an enemy and holding down the Jump button.
Beginner Tutorial 6: Change The Number Of Laps In The Arcade Racer

* First, enter the **Editor**.
* Then, press the 'Load' button, and load the **Arcade Racer** Core Game.
* Before you start, select "Save As" using the drop-down next to "Save" the top of the screen, and give the Game a new name, like "MyTutorialRacer". Now, you can save your progress whenever you want just by pressing "Save", and you will be able to Load your tutorial Game and come back to it anytime.

Strictly speaking, this won't necessarily make the game harder, but it is a convenient parameter to know how to change. In this tutorial we will change the number of laps from 3 to 1.

2. In the **Properties Panel**, scroll all the way to the bottom and find the "Lap Count" parameter. It is 3.
3. Change this value from 3 to 1. That's it.
4. Now, the race will finish after just a single lap.
5. You can also increase this value for a longer race.
Release date

*This article is a stub. You can help The Endless Mission Wiki by expanding it.*

This page contains the **release information** for *The Endless Mission*.

## Release date

The Endless Mission will release in early access on **November 14, 2019**.

## Release information

This will be an Early Access release on Steam.

## See also

* How to play guide for The Endless Mission
* System requirements
How do I Publish my Asset to the Community?

Publishing an **Asset** is exactly like Publishing a Game, except for the following differences:
* When you want to Publish an **Asset**, Right-click it in the **Project** **Hierarchy**. A contextual menu will appear with selections to "Publish" and/or to "Update Listing Only", just like the "Publish" button for your Game.
 Everything else about Publishing **Assets** is exactly the same as that of Games. Please see the article: **How do I Publish my Game to the Community?** for the rest of the relevant information.
Finding the Editor

1. Starting with a completely empty game, where you have to build everything from scratch
2. Loading an existing game within the **Editor**
3. Selecting an existing game from anywhere else in The Endless Mission and immediately loading into the **Editor**

You will be taken to the **Editor** with an empty new game project.

Press 'Esc' to open the main menu, then select the "CONTENT" tab and select the **Library** subtab. You will see a menu of all the games in your **Library**.
Select "Edit" on the game you want will automatically launch the**Editor** and load the game you selected.
Note: In some cases, you may not be able to access the menu. If this is the case, you may need to go to a different activity or location.
StoneTide Wiki/editcopy/Section 1

Welcome to the Official StoneTide Wiki!Welcome to the Official StoneTide Wiki
The StoneTide reference written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 303 pages (25 articles).

About StoneTide
StoneTide is an immersive, open world, pirate action game.

Embark on an epic open world pirating adventure, roam the seas and see where it takes you. Build your ship and gather your crew! Blast, fight and loot the corrupted lands and seas of enemy pirates, ghosts, bosses and much more!

[Read more...]
RTS

In the Real-Time Strategy Game, you will build up a base, collect resources, train units and command your army to fight against the opposing forces of the undead. You begin the game with just a small contingent of soldiers. You must quickly put your workers to work mining the ore near your Hub building in order to construct a larger base and train more units. The goal of the game is to destroy every undead building.

* **Knight** - melee unit that wears armor and can attack other units and buildings
* **Archer** - ranged, unarmored unit that can attack other units and buildings at a distance
* **Mage** - melee, unarmored unit whose attacks ignore armor, and can be further specialized
* **Transport** - slow moving, armored unit who can transport up to six additional units inside it, protecting them from attacks. The transport can jump to any visible, accessible terrain after a windup period.

* **Home** - adds 5 to the supply
* **Barracks** - can train Knights, Archers, Mages (after Mage Tower is Built), and Transports (after researched at the Armory) Armory - can research upgrades to units
	+ TECH: Steel Weaponry- + 1 dmg/s attack to Knights
	+ TECH: Longbows - + 1 dmg/s attack to Archers
	+ TECH: Plate Armor - +10 health to both Archers and Knights
	+ TECH: Mystic Orb- + 1 dmg/s attack to Mages (Only researchable after Mage Tower is constructed)
	+ TECH: Transport - enables the training of Transports at the Barracks
* **Mage Tower** - enables the construction of mages, and specialized research
	+ Mutually Exclusive Tech Option TECH: Urgency - units train 25% faster
	+ TECH: Efficiency - units are 25% cheaper Mutually Exclusive Tech Option
	+ TECH: Blue Mage - mage units automatically restore 1 health/second to friendly units within 5 range (indicated by a once per second pulse of white light underneath affected units (if actively being healed and not already at full health))
	+ TECH: Red Mage - mage unit attacks inflict a burning status on enemy units, causing 1 damage/second for 10 seconds. (indicated by a shimmering red effect on affected units once per second)

* **Unit supply** - you start the game with 15 supply. Each unit takes up 1 supply, and more supply can be added by building Home buildings.
* **Minimap** - The Minimap on the lower left corner of the screen shows visible units and buildings, color coded to a team.
* **Fog of war** - The Fog of War blacks out assets not currently within visible range of your buildings and units (will need a sight range for buildings/units).
Brandt Rifle

[Infobox - Weapon goes here]

The Brandt Rifle is a bolt-action service rifle which was used by the Bressian military from 484 until 552, and saw widespread service elsewhere in the world. It is considered to have been one of the most ubiquitous and influential rifle designs in history before the development of assault rifles, and various patterns or derivatives were standard issue in more than half of the nations involved in the Westenlands Wars.

The rifle was first developed in tandem with its standard cartridge, the 7.8x58mm Brandt, by Hower Elson Brandt (later by the Brandt Arms Company and the Uldale Royal Arsenal). The first Model 483 pattern Brandt rifles would enter service in 484, and would remain as the standard issue Bressian army service rifle until 544, when it would be replaced by the Ettson Self-Loading Rifle. The last Brandt rifles would be withdrawn from service in 552, though would remain in use by other countries for the remainder of the century.

## Models and Derivatives

Standard Brandt Models
 Model 501
 Model 520
 Model 536

### Derivatives and Experimental Models

#### Brandt-Elwick Auto-Loading Rifle

A joint project between Brandt Arms Co. and inventor Alron Elwick, the Brandt-Elwick Autoloader was a conversion of surplus Model 483 and 501 rifles into a semi-automatic self-loading rifle using a toggle-lock mechanism and en-bloc clips.
How To Change The Visuals Of Captain Blackclaw

2. Next, search for "Capitan Blackclaw" in the **Endless** tab of your **Library**, drag in the Capitan Blackclaw Actor into **Avatar** in your Hierarchy.
3. You can now press the blue "Play" button at the top of the scene to make sure that you added the avatar properly, and you should be controlling Capitan Blackclaw instead of any other actor that might have come with your scene.
4. Look at How do I Change the Avatar in my Game? to see more instructions on how to add a different Avatar to your game.

Changing the Visual Components of Capitan Blackclaw

1. Start by expanding the "Capitan Blackclaw" entity that you just added to the scene, you should see "Capitan BlackClaw Visuals". Right-click on "Capitan BlackClaw Visuals" and select delete.
2. You can now add any visual that you want in place of Captain Blackclaw, a rock, a pineapple, or another actor's visual. For this example, search "unit humans mage visuals" and drag Unit Humans Mage Visual onto Capitan Blackclaw.
3. The human mage is much smaller than Capitan Blackclaw was originally, so change the scale of "Unit Humans Mage Visual" to 2, 2, 2.
4. You should now be able to test out your scene by pressing the blue play button at the top of the screen. The Human Mage will now be walking and jumping as if it were Capitan Blackclaw.

Take It Further1. You can place any visual in place of Capitan Blackclaw including a rock, a Weasel, or any other visual in entire endless library!
Ackys Superior

Ackys Superior is the highest position in the High-Sect Aralethic clergy. The Ackys Superior is believed to be a literal or symbolic reincarnation of Araleth Himself, granting them "A direct Audience with God". Thus, the position was usually passed down through inheritance, though an Arch Ackys of significant prestige could be appointed to the position if the prior Ackys Superior had no heir. The position of Ackys Superior was formed during the reign of Calden II Brander, after the Craenate Empire adopted Aralethicism as its official religion, and was intended as a spiritual advisor to the Emperor.

The political station of Ackys Superior would remain in the Velbrecht-Craenate Empire, although some other Craenate successor states would appoint their own Ackys Superior, each claiming to be the true representative of God and giving rise to the sub-sects of the Late Schism. The position would become politically independent following the establishment of the Chergarian Empire.

The concept of Ackys Superior is held as heresy in West-Sect Aralethicism, as it is claimed that "no one man but his First Chosen may speak for God".
Tutorials & Guides

* **Playing Core Games**
* **Downloading Community-Made Games**
* **Playing a Community-Made Game**
* **Viewing the Library**
* **Setting Up Your Profile**
* **What is the Offline Account?**

* How to Travel Around the Game World Using Respawn Points
* **All about Hacks: Tweaks, Mods, and Revs**
* **How to Equip Different Hacks**
* **How to Adjust the Variables of Hacks**
* **How to Locate Side Quests in Adventure Mode**
* **How to View Missions in the Journal**
* **How to Skip Cutscenes**

Specific and short step-by-step **Editor** tutorials suitable for beginners. You can do these in any order.
* **Beginner Tutorial 1: Reduce The Number Of Red Fruit You Must Collect In The Platformer**
* **Beginner Tutorial 2: Reduce The Rock King Boss' Health In The Platformer**
* **Beginner Tutorial 3: Eliminate Capitán BlackClaw's Dash Cooldown Timer In The Platformer**
* **Beginner Tutorial 4: Add Some Obstacles From A Different Game In The Arcade Racer**
* **Beginner Tutorial 5: Add More Competitors In The Arcade Racer**
* **Beginner Tutorial 6: Change The Number Of Laps In The Arcade Racer**
* How To Change The Visuals Of Captain Blackclaw

A longer and more involved **Editor** tutorial that shows you step-by-step how to make a simple game from scratch. You can follow each part in any order, but it's better to follow the entire tutorial in its order to understand the entire process from start to finish.
* **Intermediate Tutorial: How do I Make a Simple First-Person Game?** (Index page)
* **Intermediate Tutorial Part 1/4: How do I Add a Health Meter to the FirstPersonAvatar?**
* **Intermediate Tutorial Part 2/4: How do I Create a Tower That Fires Rocks at the Avatar?**
* **Intermediate Tutorial Part 3/4: How do I Build a Game World?**
* **Intermediate Tutorial Part 4/4: How do I Create a Treasure Pickup that Wins the Game?**
* **Intermediate Tutorial 5: How To Set Up An Ocean Environment In Your Game**
* **How do I add Particle Effects to Any Object**
* **How do I add a Trigger Volume to Any Item**
* **How do I Change the Stats of the Racer Vehicles?**

These tutorials will help guide you through how to make a more customized and complex game by using scripts and simple coding. You can use any of these tutorials in any order, but the first few articles walk you through the basics of scripting in The Endless Mission.
* **Advanced Tutorial 1: Endless Scripting Basics**
* **Advanced Tutorial 2: Make Something Happen Only When You Are Standing On A Trigger Volume**
* Advanced Tutorial 3: Have something move to a Desired Location When You Press a Button
* Advanced Tutorial 4: Have Something Explode When You Collide With It
* **Advanced Tutorial 5: How To Reference And Change A GameObject**
* **Advanced Tutorial 6: How To Change The Properties Of CapitanBlackClaw When Triggered**
* **How do I Set Up a Score System with a Multiplier?**
* **How do I Make a Side-View Camera?**
* How do I Import My Own Assets into The Endless Mission from Unity?
* How can I Get My Imported Character Model to Animate?
How do I Make Numerical Edits to the Position, Rotation, or Scale of an Asset?

Sometimes this is useful when you want to make precise edits, or you want to know exactly what the numerical value is of a given **Asset**'s position or rotation or scale.

Then, you need to access the **Inspector Panel**.

Here you can freely type any value into these fields and the **Asset** will update accordingly.
If you use the **3D Tools** to move, rotate or resize **Assets**, you'll also notice that these values update accordingly.
Publishing Best Practices: Attribution

In The Endless Mission, we have a free culture where everybody is allowed to use everybody else's contributions. Whenever you publish something to share with the community, you are also giving everybody in the community free rights to use your work as they see fit.
You can think of this as a giving economy instead of a more typical selling economy. In a selling economy, the price of something dictates how valuable it is to the community. However in our economy, copying and using everything is always free. In this kind of environment, one really important way to show your fellow community members that you value their contributions is by using *Attribution*.
Giving people Attribution for their work means you respect them and value their contributions. If you spend a lot of time and effort making something to share with the community, wouldn't you like it if they gave you credit for using your creations? Plus, wouldn't you love to know about all the unique ways other players are using your work?
To give attribution, all you need to do is mention in your Listing Description the following pieces of information for the things you use in your work that were originally published by other people:
* The name of the author who originally made some of the work that you're using in what you're publishing.
* The name of the Asset(s) and/or the name of the Game that you used content from.

It's not necessary to find the absolute original author of something when you're adding an attribution. For example, if Alice created an enemy "RovingTurret", and then Bob uses that enemy to create a new version called "RovingAndJumpingTurret", if you use Balthazar's version, you should credit Bob in your Listing Description, it's not really necessary credit Alice.
However, let's say Carlos independently made the asset "TurretLaserProjectile", and you used both Bob's creation and Carlos' creation in your Game that you published. In that case, you should give attribution/ give credit to *both* Bob and Carlos for using their work.

* Let's say you're publishing a Game called "Turret Disco Panic" and you used both the TurretLaserProjectile Carlos made and the RovingAndJumpingTurret that Bob made.
* When you go to Publish your Game, you can add the following lines to the end of your Listing Description:
	+ -- This Game uses assets from the following people:
	+ -- Thanks to Carlos for the TurretLaserProjectile
	+ -- Thanks to Bob for the RovingAndJumpingTurret
* That's it!
Intermediate Tutorial 5: How To Set Up An Ocean Environment In Your Game

2. Drag in the basic "Ocean Plane" object from the Endless Library.
3. If needed, rotate the Ocean Plane around the x axis by 270 degrees.
4. Drag in "Ocean Plane Distant" from the Endless Library and place it so that the square cut out is filled by the "Ocean Plane."
5. Drag in "Ocean Horizon Line" from the Endless Library, and set its coordinates to 0, 0, 0.
6. Make "Ocean Plane," "Ocean Plane Distant," and "Ocean Horizon Line" children of "Ocean Environment."
7. Drag in a combination of "Cloud 1," "Cloud 2," "Cloud 3," and "Cloud 4." You may want to scale some of them up a little bit to add to the variance. Place them anywhere you want.
8. Add extra effects such as: "Waves Spray" and "Wind Whips" at will.
Intermediate Tutorial: How do I Make a Simple First-Person Game?

If you complete this entire tutorial, you will have a simple first-person dodging game where you have to avoid all the projectiles and reach the end pickup before you lose all your health.
For these modules, please start with the following steps:
* First, from the **Title Screen** press "Editor"
* Once you are in the **Editor**, press the "Load" button, and open "Barebones Game"
* That is an acceptable starting point for any one of the following four tutorial modules
* Optionally, before you start, select "Save As" at the top of the screen, and give the Game a new name, like "MyAdvancedTutorialGame". Now, you can save your progress whenever you want just by pressing "Save", and you will be able to Load your tutorial Game and come back to it anytime.

This module will show you how to take Capitan BlackClaw's health meter, and add it to the FirstPersonAvatar so you can take damage and die when all your health is gone.

This module will show you how to create a tower that fires projectiles at you. Then, we will make the projectiles look like rocks, and then we will make them damage you.

This module will show you step by step how to build a very simple Game world.

This module will show you how to create a special pickup that will make you win the game as soon as you pick it up.
How do I Play a Core Game?

A "**Core Game**" is one of three games that **The Endless Mission** comes with.
They are:

* A Character action platforming adventure game, "**Platformer**"
* A Racing Game set in a futuristic city, "**Racer**"
* A Real-Time Strategy Game (RTS) that uses 3d-pixel style graphics, "**Real-Time Strategy**"

There are two main ways to play a **Core Game**:

1. By Using a **Terminal Gate**
2. By Accessing your **Library** directly

### Play a Core Game By Using a Terminal Gate

Here, you will find gates on each side of the hall for each **Core Game**.
Just walk through the gate to start playing it.

### Play a Core Game By Accessing Your Library Directly

Then, select the **Library** subtab.
You'll now see the entire list of Games inside your **Library**. Select one of them, then select "Play."
7.8x58mm Brandt

[Infobox - Cartridge goes here]

The 7.8x58mm Brandt or 7.8 Brandt is a rimless bottleneck rifle cartridge developed by Hower Elson Brandt in 478 and produced by the Brandt Arms Company from 483 onward. It was derived from the first generation Bressian smokeless cartridge, the 8mm Pattern 477 Royal, and was developed alongside Brandt's 482 prototype rifle. It would similarly enter service alongside the Model 483, the first Brandt rifle to see widespread production and distribution. The 7.8x58mm Brandt, in turn, would be widely recognized as the most successful of the early smokeless cartridges, featuring prominently in Bressian firearms, including most subsequent patterns of the Brandt rifle, as well as foreign designs,

## Specifications

* Bullet Diameter: 8mm
* Shoulder Diameter: 11.90mm
* Base Diameter: 12.85mm
* Case Length: 58mm
* Maximum Pressure: 390 MPa
* Average Muzzle Velocity: 820 m/s
* Average Energy: 4065 J
Platformer

In the 3D Platformer, you will play as Capitán BlackClaw, an agile character with a powerful dash ability and equipped with the capability to reach impressive heights with her double jump. Your goal is to collect as many of the six golden pineapple treasures as possible before your time run outs.

**The six golden pineapple quests are as follows:**
1. **The Rock King’s Prize**: a multi-step quest the culminates in a boss fight with the Rock King for the golden pineapple.
	* Collect the three gems spread throughout the island - one in the jungle, one in a cove by the ruins, and one at the bottom of the volcano, by the lavafall.
	* Bring the three gems to the treasure chest located at the back of the ruins. Opening the chest will wake the Rock King, who will begin hurling boulders down at you from the top of the volcano.
	* Climb to the summit of the volcano, and battle with the Rock King. After baiting him into ramming the pillars surrounding the area, dash attack him while he is sitting vulnerable on the ground. Do this five times and you will win the fight and earn a golden pineapple.
2. **Atop the Ruins**: This golden pineapple is earned by stepping onto the blue pressure plate switch near the entrance to the ruins, and then successfully platforming up to the top of the summoned platforms, where the pineapple awaits.
3. **The Treasure of Weasel Cove**: This golden pineapple appears when you defeat all of the weasels roaming the lava cover area nearby the ruins.
4. **Island Lookout Over the Sea**: This golden pineapple sits atop a distant rocky pillar out over the ocean. It can be reached through carefully platforming across pillars starting in the beach area.
5. **Collect 20 Red Fruit**: This pineapple appears near the entrance path up the volcano, after you collect 20 of the Red Fruit that are spread over the island.
6. **On the Volcano’s Summit**: This pineapple sits atop the volcano summit, rewarding you the first time they reach the top.

* **Health** - You begin with five health.
* Falling into lava, being hit by a weasel or the Rock King, or landing in the ocean will all decrease your health by one.
* Collecting a **Red Fruit** will increase your health by one.
* Collecting a **Golden Pineapple** will fully restore the your health.
* **Dashing Cooldown** - There is a short duration cooldown between executions of the dash attack.
* **Mid-air Dash** - You can dash in the air by starting a dash after they have jumped.
* **Double Jump** - You can double jump by pressing the jump button after they are already in the air from a previous jump.
* **Head-bop Jump** - If timed right as you land on a weasel’s head, you will gain increased jump height by holding down the jump button.
All about Hacks: Tweaks, Mods, and Revs

What is Hacking?
In Endless, the player possesses the ability to interact with the world by actively altering the information on an object that can receive changes. This ability is called **Hacking**. The player can use a hack by wielding it. This is currently done by pressing Alt to enter 'hacking mode' and selecting a hack to use (numbers 1-4). Hacks can be viewed and equipped in the **Inventory**. The player has access to 4 hacks at any given time. There are three types of hacks: tweaks, mods, and revs.

Active hacks will appear in the bottom left corner of the screen in **Adventure Mode** (See How to Equip Different Hacks for information on how to select which hacks are active). To use a hack, press the number of the hack you want to use (or scroll through them using the Mouse Scroll Wheel) and aim the reticle at your target. An object that can be hacked will appear with a pale blue outline when hovered over. Press the Right Mouse Button to fire the hack.

Hacks use energy, which is represented as a blue bar to the right of the active hacks. The energy cost of each hack depends on the value of its effect (for example, the more health the Health Change tweak is set to restore or remove, the greater its energy cost). The energy cost and parameters of a hack can be viewed and altered in the **Inventory**.

Tweaks are the most basic form of hack. A tweak alters one value or property of an object, like movement speed or current health.

A mod, short for "modification", is a more complex form of hack. Mods alter two or more values or properties of an object at once and can have areas of effect or special conditions. For example, a mod could have an area of effect that pulls objects to a point and damages them by an x amount.

A rev, short for "revision", is the most complex kind of hack. Revs alter the behavior of an object in its code.

* **Tutorials & Guides**
Intermediate Tutorial Part 4/4: How do I Create a Treasure Pickup that Wins the Game?

* Either starting with "Barebones Game" Loaded into the **Editor**,
* Or starting from your saved copy of your Game that you used while following the other modules of this tutorial.

Initial Preparation1. First, in your **Project Hierarchy**, find "Gameplay/Win Trigger" and Right-click to delete it. This is the old trigger that governs the win condition of the game that you started with. We'll be recreating the Win Trigger that the "Barebones Game" uses by default (collecting the Golden Pineapple) from the ground up. Yes, this means if you *started* with the "Barebones Game" for this tutorial, you just deleted the exact same thing we'll ultimately be making. Don't think about it too hard... *The point is*, we need to delete this **Asset** from our **Project Hierarchy** so it doesn't conflict with our new work.
2. Right-click on the Gameplay entity in your **Project Hierarchy** and select "Create Empty" from the dropdown that appears, rename to “Win Pineapple”. Search for “Trigger” in the **Library**, and drag and drop the “TriggerVolume” Script onto the “Win Pineapple” entity you just made.

Setting Up The Pickup's Visuals1. Search for "pineapple" in the **Library**.
2. From the **Library**, drag "Golden Pineapple Visuals" to your existing "Win Pineapple" in the **Project Hierarchy**. This will make the visuals a child of the trigger.
3. With "Golden Pineapple Visuals" still selected, make sure its **Properties Panel** is visible:
4. Numerically set Rotation X to -90.
5. Numerically set Scale to 0.2, 0.2, 0.2.
6. Now, in your Viewport, move "Win Pineapple" and nudge its position so that it sits nicely on the rooftop. Both the Pineapple and the Trigger Volume should move together.

Final Pickup Configuration1. Make sure "Win Pineapple" is selected and its **Properties Panel** is visible.
2. In the **Properties**, click the "+" on the "Trigger Enter" field to expand it and make "Target" field visible.
3. Then, from your **Project Hierarchy**: Drag "Gameplay/ GameplayLogic" to the "Target" field of "Win Pineapple".
4. Finally, click on the "No Function" drop down right under it, and select "PlayerWon()". This will make it so that when you touch the pickup, you will win the game.
5. Now is a good time to press Play and test everything.
6. Make sure your Avatar is positioned in a good starting place, and the Tower is also in a good position for gameplay.
7. Congratulations! You have completed this tutorial and now have the knowledge to create a simple Game.

* **Index Page For This Tutorial**
Advanced Tutorial 6: How To Change The Properties Of CapitanBlackClaw When Triggered

1. Select CapitanBlackClaw (CBC) in your Hierarchy.
2. Scroll down to "Jump Controller" in her components list.
3. We will create a function to upgrade her jump. The best way to do this is to put a new method inside of "JumpController" that changes her jump height.
4. Open the "JumpController" script (This one looks very complicated, but don't worry) scroll down to "#region methods" and add a function called "UpgradeJump" with an [EndlessEventVisible] tag. Here is how that should look:

```
  #region methods
       [EndlessEventVisible]
       public void UpgradeJump()
       {
           //"You can modify whichever variable you want here. The variables that are available are at the top of the script, here are some suggestions: _jumpHeight, _doubleJumpHeight, _headBopJumpHeight"
           //Mess with the number values of to get a sense of what feels right for what your going for. just remember to add an "f" and a ";".
           _jumpHeight = 3f;
       }

```

5. Set up some event that you want to upgrade her jump. This could be a simple TriggerVolume or more complex event. If you do not know how to trigger a function please visit this article: How do I add a Trigger Volume to Any Item.

Power up: Upgrade Dash Speed & Time
1. Select CapitanBlackClaw (CBC) in your Hierarchy.
2. Scroll down to her "Dash Controller" in the components list.
3. Next, we will create a function to upgrade her dash. The best way to do this is to put a new method inside of "Dash Controller" that changes her dash speed and dash time.
4. Open the script (This one also looks very complicated, don't worry) scroll down to "#region methods" and add a function called "UpgradeDash" with an [EndlessEventVisible] tag. Here is how that should look:

```
  #region methods
       [EndlessEventVisible]
       public void UpgradeDash()
       {
           //"You can modify whichever variable you want here. The variables that are avaiable are at the top of the script, here are some suggestions: _dashDuration, _dashSpeed, _dashAttackPower, _dashAttackCooldown, _dashEnemyKnockbackSpeed, _dashEnemyKnockbackDuration"
           //Mess with the number values of to get a sense of what feels right for what your going for. just remember to add an "f" and a ";".
           _dashDuration = .5f;
           _dashSpeed = 21f;
       }

```

5. Set up some event that you want to upgrade her dash. This could be a simple TriggerVolume or more complex event. If you do not know how to trigger a function please visit this article: How do I add a Trigger Volume to Any Item.