Monday, April 13, 2020

WordPress 5.0.0 Crop-Image Shell Upload Exploit

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Ettercap: Man In The Middle (MITM)


"Ettercap is a suite for man in the middle attacks on LAN. It features sniffing of live connections, content filtering on the fly and many other interesting tricks. It supports active and passive dissection of many protocols (even ciphered ones) and includes many feature for network and host analysis." read more...


Website: http://ettercap.sourceforge.net

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Sunday, April 12, 2020

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Saturday, April 11, 2020

Riders Of The Pony Express - Current Status And New Ideas

Back in August I had found an old strategy article I'd been looking for, which applied directly to one of my game designs, but I didn't revisit the game itself at the time.

The other day I posted about a playtest session in which I took that old prototype off the back burner and got it to the table: Riders of the Pony Express (BGG link - looks like I ought to edit that description a little bit!).

As I mentioned in the August post, I have experienced an issue, mostly with the 5-player game. And as I mentioned in the playtest report post, I found a hand-written rules edit that I don't remember every trying before, which may solve the 5p problem for me as well, at least in the blind bid version of the game (the one which is the most gamer-y, and which I will probably stick with):
The winner of the bid must leave their winning bid card face up on the table, it is not available to them for the rest of the round.
That's it! It's so simple, and it made for some very interesting bidding dynamics all around.

With respect to the 5p problem I outlined in the August post, I had showed some math which explained why winning each bid for the minimum of $3 was fairly dominant -- you would get $24 while each opponent would get only $14. Sure, you would have to spend more traveling, and you would get a lower bonus upon returning to the post office, but even if that did kind of even things out, it isn't fun for the other players to just go through the motions of riding across the board while you visit town after town to deliver all your parcels.

In the comments on that post, I posited two solutions which could change the math, evening up the amount of money you would get compared to each opponent if you won all the bids at $3: upping the total amount from $10 to $15 in a 5p game, or allowing a minimum bid of $2 instead of $3. Neither of these really solve the problem, they just punish the player who does the annoying thing. That's a sort of "soft" solution, in that players who are trying to win probably won't do something so bad, therefore the game won't be ruined. However, the reality is that, whether they want to or not, players don't always "play to win" as much as you might think. This is especially true in the case that they haven't played before, or fully analyzed the costs of delivering.

This new solution of leaving the winning bid card face up DOES solve the problem, because it means you simply CAN'T bid $3 on every auction! If players really think that bidding the minimum is the way to go, then at least the parcels will be spread around between the players. And savvy players may start to realize they can do better if they bid higher (though if a different non-savvy player does undercut them every time, it might not be very fun, even if they do win).

I'll note also that the current rules give each player a mandatory parcel to deliver. This may be thematically awkward, but it means everyone is going SOMEWHERE each round, making certain other parcels "on the way."

Things to try in the next test
As I mentioned in the last post, I had a hard time finding something I thought really needed changing. Here are a few changes I'll try for the next playtest:
* Increase value of Bears from +2 to +3. This should make them more distinct from Bandits, and will make the Shotgun item more valuable (currently it is probably not really valuable enough)
* Deal round 1 mandatory parcels face up instead of face down, to see if that makes the auction phase any more interesting (it might actually be worse, but it's worth a try!)
* Instead of dealing mandatory parcels for rounds 2 and 3, layout N+1 face up and let players take one when they arrive at the post office (so drafting them in the order they finish the round).
* Treat the mandatory parcel just like the ones obtained by auction - keep it face up and you're required to deliver it that round

Currently the mandatory parcels are face down, they take up space in your inventory, and they aren't required to be delivered until the end of the game, while face-up parcels obtained in the auction phase are required to be delivered that round, but they don't take up your inventory space. Here's a quote from a previous post when I implemented it:

One issue that's come up in the past is the face down parcel cards. Some players feel they "force" a certain path, and I can see that... so I tried a change. Face down parcels aren't from your boss, they're like side jobs. You're not REQUIRED to deliver them each round, but they take up space in your inventory. I made player boards to help show this - you have room for 1 face down card and 4 items (expanded from 3), and if you don't deliver your 1st face down card, then the next one takes up 2 of your item slots (this is obvious graphically). Currently I'm saying that you have to deliver them by the end of the game, but another option is to simply apply a penalty if you don't (so if it's more expensive to deliver than to take the penalty, maybe you just take the penalty).

But you do get the mandatory parcel before having to claim other parcels, and now maybe you'll have chosen it (per tweak listed above), so maybe it'll be fine to treat them the same as the parcels you get in the auctions. I could do with more elegant rules here, so maybe all parcels should just be face up, required to deliver that round.

* Treat each hazard and each town as a space, and let players move from space to space, rather than from town to town. One of my players thought this would be way more intuitive, and it does have the advantage that if 2 players arrive at the same town at about the same time, the one that fiddles around less (spends less time acting int he town) will leave first, irrespective of turn order.

Originally, I had players moving from town to town. Here's another quote from a previous post about why I changed that:
to better represent what's going on (and to make fair races between players), I specified that you don't move from town to town - you move from town to hazard tile, then on your next turn you arrive in the town, discard any parcels, pick up an item if you like, and then move to the next hazard.
So now you basically move from hazard to hazard, and do some stuff in a town as yo pass through. Though it has't bothered me at all, it IS a little weird. So I'll try alternating (move from hazard to town, town to hazard, etc). I thought it might be odd to have twice as many turns, where half of them are 0-1 time cost. When paying 0 time, do you just go again right away? If that's the case more often than not, then why make it a separate turn? But maybe I should make town turns a little more costly -- like you spend 1 time for each thing you do, minimum 1. So like, you had to rest or change out your horse at the very least (1 time), and if you go around making deliveries or shopping for items, it'll cost you more time.

So for a hazard space you spend the listed amount, plus hazard modifier, minus item modifiers (minimum 1). And for a town space you spend 1, plus 1 for each delivery you make, and for at most 1 item you pick up. Which means you could spend 1, 2, 3, even 4 time in a town (in fact, I think it could theoretically max out at 5 if you have both parcels and a package item to deliver, and if you pick up an item).

This change will make longer, more circuitous routes quite a bit more expensive, which might have the side effect of encouraging players to bid higher on parcels, or more often say "no thanks" and let the auctioneer take the parcel. I'd like that to be something that can happen if you choose wisely and want it to, or choose poorly and get stuck with it, but hopefully not too often because things are just too expensive! I'll have to see if that goes too far.

Putting A Pin In Lavender Town


Hiking down from the Rock Tunnel, Pokémon Tower juts out above the rocky hills that nestle the Lavender Valley. This prominent feature of Lavender Town was where Pokémon owners came to mourn and often inter their deceased Pokémon. I really didn't have much of an interest in visiting a Pokémon graveyard, but it was hard not to be awed by the dominating tower as you approach the town. Even after entering the sleepy little town, there wasn't much else remarkable about Lavender.
Emails from Professor Oak indicated there was a chance the local Pokémon expert had discovered a new type of Pokémon here in Lavender. That was pretty exciting! I had a chance at being a part of something new. There was a problem, of course. This local expert, Mr. Fuji, was nowhere to be found. No one had seen or heard from him in days. I spent an entire day poking around Lavender Town, talking to the locals, but no one had seen or heard anything from Mr. Fuji. The town was quite abuzz about "ghosts" in the tower, however. I wondered if these ghosts be the Pokémon that Professor Oak had sent me to investigate.
Despite having very little interest in wandering around a vertical graveyard, eventually the Pokémon Tower was the last place I had left to search for Mr. Fuji or new Pokémon sightings. It was early evening when I approached the tower. I figured if I was going to find any ghosts lingering about it would be after the sun set. Mind you, I really was skeptical about ghosts in the tower. The locals seemed to be deathly afraid of the place since recent sightings. They rarely left the ground floor if they went to mourn and no one would be caught inside after dark. Apparently, Mr. Fuji wasn't the only person to go missing in relation to this tower at night. It was certainly mysterious, but I didn't believe in ghosts.
"Yo." A voice called out to me as I made my way up the steps to the tower which was settled on a small, rocky hill. I looked up from my feet to see the young trainer I had met many weeks ago in Viridian City outside the Viridian City Gym. "We haven't been properly introduced," he said as he made his way down the stairs towards me. "I'm Blue."
"I've heard of you," I muttered. Blue was one of the trainers competing aboard the S.S. Anne, but I had not seen him in Vermilion City. I had only heard he was doing exceptionally well in the advanced trainer bracket. "I'm Fox," I offered.
"Yeah. I know. Gramps has you out here working on his Pokédex. Same as me." Blue pulled a Pokédex out of his pocket with a scowl. I could tell from his look that Pokémon research bored him to tears. "He also sent me to this tower - same as you, I assume."
"Yeah," I admitted.
"Well, don't bother. There's nothing we can learn here." He began descending the stairs again, nearly pushing me out of his way with his shoulder as he passed by. "Come on. Let's battle."
"Right here? Now?" I asked as I turned to follow after him.
"Yeah. There's something I need to see for myself." Blue spoke without turning to look at me. He was singularly focused now.
Official Art of Blue

"I want to do this a bit differently, cause I don't have a lot of time to waste on rookie trainers like you," Blue said. "You pick your best Pokémon. We'll do a one-on-one battle. Your best against… one of mine I think I can beat you with. I need to see how much you've improved."
Wow. I was amazed at his cockiness. I knew Blue was a rising star in Pokémon training in Kanto, but I couldn't believe the size of his ego even then. I pushed that aside and accepted his challenge. I thought carefully about which Pokémon to choose. Dustin the Hypno was clearly the strongest on my team, but Royal - now a formidable Gyrados - was tempting. I held both Poké Balls in my hands and thought about the pros and cons of each one. Ultimately, I decided on Dustin. He had far fewer weaknesses than a Gyrados, and with Dream Eater had a way to convert the psychic energy of his opponent into his own power.
"Let's do this," I said firmly as I tossed out Dustin.
"Interesting," Blue offered. "I didn't think you would have such an advanced Pokémon." He seemed pleased, though it was difficult to tell. "Hmm. Charmeleon." He flicked a Poké Ball in my direction and a large Charmeleon appeared between us.
Blue's Charmeleon was fast. It rushed in and slashed at Dustin who was hit hard. Dustin launched a psychic attack aimed to confuse the Charmeleon, but it only inflicted some psychic pain. Charmeleon reared back and spit a ball of fire out of its maw which slammed into Dustin's chest, scattering embers all around us. All the while Dustin was slowly, methodically swinging his pendulum that he held in his left hand. Before Charmeleon could land another blow, he was lying on the ground sound asleep. Dustin ambled forward and crouched down near Charmeleon to begin devouring his dreams.
"Enough." Blue was done. "I've seen enough."
"That's it?" I asked.
"You will win. Your Hypno is well trained. That's a powerful combination. I don't need to see any more. Charmeleon doesn't need to suffer. But now that I know what you're capable of, I need your help." Blue withdrew his Charmeleon and matching him I withdrew Dustin.
"What kind of help?" I asked.
"Something big is going down in Celadon City. I need you there."
"What about the research Professor Oak wants done?" I asked.
"Who cares? Gramps will live. This tower isn't going anywhere, and besides I told you its pointless right now. Right now, we need you in Celadon City."
"What's in Celadon?" I asked out of curiosity.
Blue stepped in close. "Team Rocket," he stated.
"What?" I took a step back in surprise. At first I thought he was trying to recruit me. I thought that Professor Oak's grandson was perhaps a member of a criminal organization.
"I want to take them down," he stated casually. "Not just me. There are other trainers involved. Some gym leaders, too. It's going to be big and we need all the able trainers we can find to help out. I just need everyone to be in place when we hit them and make it clear they aren't welcome in Kanto any more."
"Oh!" I said in surprise. "Wow. That's … not what I expected."
"Yeah. No one is going to expect a bunch of kids with their pets to flush out a massive criminal organization, but we're sick of them and we're sick of how they treat Pokémon and how they crap all over League rules and traditions. They have to go. Once everyone is in position, we're going to hit them hard at their base of operations in Celadon, and there are others trying to get into Saffron to see what's going on there, too. Are you in?" he asked.
Being completely honest, the whole thing felt way out of my league. We were just teenagers! How were we going to stand up to gangsters? What was the plan? What did Blue want me to do? It was pretty overwhelming, but at the same time I thought of losing Nibbles. I thought of Saffron City on a constant lock down. I thought of the trouble caused in Cerulean when I had been passing through. Team Rocket was a Kanto problem, but even so their reach had affected me as well. If Blue thought I could help, shouldn't I help? I don't know what I was thinking, but Blue's confidence was infectious. "I am in. I'll head to Celadon tomorrow morning."
"Good," Blue said and then brushed past me again.
"Smell ya later, Fox."

Current Team:
Attacks in Blue are recently learned.



Bill's Storage: Kiwi (Pidgeotto) & Vesper (Zubat)

Old Man Daycare: Charlie (Pidgey)

Friday, April 10, 2020

Download IGI 2 Covert Strike Highly Compressed For Pc

Download IGI 2 Covert Strike Highly Compressed For Pc

IGI 2 Covert Strike Full Review

Welcome to IGI 2 Covert Strike is one of the best Shooting game especially for shooting lovers that has been developed by Innerloop published by Codemasters.This game was released on March 3,2003.


Screenshot



IGI 2 Covert Strike System Requirements

Following are the minimum system requirements of IGI 2.
  • Operating System: Windows XP/ Windows Vista/ Windows 7/ Windows 8 and 8.1
  • CPU: Pentium 4 1.4GHz
  • RAM: 512 MB
  • Hard Disk Space: 2 GB




Wednesday, April 8, 2020

Dwarves Aren't Just Going To Blue Themselves

I'm gaming tonight so I won't get getting any further on these guys this week. The blue shade and base color are down, it needs 1-2 highlights next and I made hit it with a wash to see if I like it better that way. Leathers, flesh, hair and basing to go!

Warmaster Dwarves Warmaster Dwarf Warriors Warmaster Dwarf Thunderers Warmaster Dwarf Anvil of Doom (+2) Warmaster Dwarf Butts