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Posted
5 hours ago, MKMoose said:

Kind of depends on how far you go with "historically", but if it's not too far then you could say that we're both wrong in some capacity.

The dates and intervals for the last 9 updates. Release dates based on update post dates, may sometimes be +/- one day due to time zones.

Thank you.  I was thinking of doing something like this but your compilation is more detailed than I had planned.   I knew my statement was somewhat erroneous and that releases in my memory (starting with 1.14) were not on a rigid schedule.

Posted

New teaser from Tyron in #devlog on Discord, for y'all's viewing pleasure on the Forums and very relevant to this discussion. Emphasis added.

Quote

How about a progress update on the combat part of the 1.23 update! As with many new projects we tackle, some things turn out more challenging than we anticipated. As mentioned in our previous devlog we are looking into multiple areas of combat. Here's what we've go so far:

  1. Physical hit detection: This tests for actual collision of your melee weapon against a target. This is working and is being fine tuned.
  2. New weapon swing animations: Currently being worked on. A lot of work to get just right. Hit detection is now animation authoritative, so the animations play 2 roles - look good and actually hit the enemy in a predictable way. The hardest part is to fulfill both roles just right. Weapons will have a variety of swing animations
  3. Weapon overhaul: Should only require polish at this point. We added multiple new 1h weapons and a reason for them to exist - damage types on weapons and weaknesses to these damage types to mobs. The damage type will also affect the mobs drops. Weapons will now also have a per weapon knockback strength. 2h weapons might get added later still
  4. Armor overhaul: Is seeing the light at the end of the tunnel. There is going to be a brand new armor crafting system that lets you customize armor almost like you can customize blocks with a chisel.
  5. Creature death and knockback animation variety: Now supported but animations are still a work in progress. If you are great with these (or with weapon swings), please drop us a line at jobs@anegostudios.com.
  6. Minor tweaks: Combat in Water has been nerfed, but also tall grass and other tall plants will no longer get in the way of combat. Enemy knockback now also feels tighter by fine tuning the knockback formula and the client position prediction system.

Task 1 and 2 will likely take the longest to get just right, possibly requiring fine tuning even beyond the 1.23 release, which is why we will have a setting in 1.23 that makes the physical hit detection an optional feature, so that the old combat system can still be used until the new system feels great. 

With this teaser out, a prerelease by the end of the year seems ever so slighlty more likely, though a lot at this point probably depends on whether there are any other tasks to complete and when the team can comfortably release the new features - not sure what to really expect based on statements like "is being fine tuned" or "still a work in progress".

As for the actual contents of the rework, I like what I'm seeing quite a lot.

Three things I'm mildly worried about are:

  • Physical hit detection - the idea is cool, but tends to be quite janky and difficult to really get right. It seems like it may also cause weapon range to be reduced by roughly one block for both falx and spear unless animations change significantly, which is not necessarily a bad thing (especially if hitboxes effectively get wider as well) but it will have a lot of second-order effects that need to be accounted for. Having more proper attack hitboxes and not just a single point (which is still sometimes buggy in spite of its simplicity, by the way) is practically bound to be a great change either way. I wonder if similar changes will be applied to enemy attacks, and whether this is associated with changes to entity hitboxes.
  • Damage type affecting mob drops - if it's a simple multiplier, then it might not end too well, because this kind of thing tends to be pretty miserable to make it reasonably balanced. When loot is valuable then the player is incentivized to always use high-loot weapons largely irrespective of all other factors, and when loot is forgettable then the modifier ends up completely worthless relative to other advantages. Unless it's in some way more interesting than a blanket loot multiplier, I can only really see this working well as a way to narrow down weapon selection for hunting animals. Wouldn't mind to be proven wrong, though.
  • Essentially no mention of ranged combat, and no mention of shields or any other potential off-hand items. Practically the whole focus is on simple melee combat, and even two-handed weapons are a "maybe". One step at a time, naturally, so there's a lot of lee way I can give, but it seems quite odd.
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Posted
54 minutes ago, MKMoose said:

Damage type affecting mob drops - if it's a simple multiplier, then it might not end too well, because this kind of thing tends to be pretty miserable to make it reasonably balanced. When loot is valuable then the player is incentivized to always use high-loot weapons largely irrespective of all other factors, and when loot is forgettable then the modifier ends up completely worthless relative to other advantages. Unless it's in some way more interesting than a blanket loot multiplier, I can only really see this working well as a way to narrow down weapon selection for hunting animals. Wouldn't mind to be proven wrong, though.

I'm thinking it might be handled similar to how Dave the Diver handled it. That is, weapons that do a lot of damage are really good at killing things, and killing them quickly, but they aren't really ideal to use if you actually want a useful carcass afterwards. I could see the devs taking it a step further and making it so that certain types of weapons might affect certain kinds of loot, but not others.

For example, a falx or other similar bladed weapon might still be good for killing animals, but if you want to actually skin that animal for its hide then you might not want to go slicing up the animal when killing it. A clean kill with a butcher knife might yield more fat and meat. A hammer might be great at knocking enemies back or dealing with particularly fragile enemies, but might also smash fragile loot drops(like temporal gears or Jonas parts) in the process. And of course, a stick of dynamite might be extremely effective against most any enemy, but if you want loot then it's probably not the best option to pick.

59 minutes ago, MKMoose said:

damage types on weapons and weaknesses to these damage types to mobs.

This is what I would be a little more concerned about when it comes to balancing. A "rock, paper, scissors" system of damage types can make combat quite interesting, but it can also be pretty difficult to balance. Weapons that are hard counters to common enemies can easily overshadow other weapons. Weapons that are devastating to a specific uncommon enemy type aren't necessarily bad, but they can easily fall to the wayside if there's another weapon that can do roughly the same job while still being useful against other enemies.

 

1 hour ago, MKMoose said:

Weapons will now also have a per weapon knockback strength.

This will be fairly significant, I think, since I get the impression that enemies are going to be more resistant to knockback. 

 

1 hour ago, MKMoose said:

Minor tweaks: Combat in Water has been nerfed, but also tall grass and other tall plants will no longer get in the way of combat. Enemy knockback now also feels tighter by fine tuning the knockback formula and the client position prediction system.

Hopefully this comes with an adjustment to sprinting backwards as well.

 

1 hour ago, MKMoose said:

Physical hit detection - the idea is cool, but tends to be quite janky and difficult to really get right. It seems like it may also cause weapon range to be reduced by roughly one block for both falx and spear unless animations change significantly, which is not necessarily a bad thing (especially if hitboxes effectively get wider as well) but it will have a lot of second-order effects that need to be accounted for. Having more proper attack hitboxes and not just a single point (which is still sometimes buggy in spite of its simplicity, by the way) is practically bound to be a great change either way. I wonder if similar changes will be applied to enemy attacks, and whether this is associated with changes to entity hitboxes.

I think it will make the combat feel a lot smoother, once it's fine-tuned and players get used to the new system. I also don't think a shorter attack range is going to be an issue if players are able to land their hits more consistently. 

When it comes to enemy attacks, I also think it's fair to say that if the player can use the system, so can the enemies, potentially. In the case of hit detection, I would say most enemies should be using it in order to ensure the fight feels fair. 

Hit detection also feels like it should hinge on the specific attack animation as well, and not just be a static statistic of the particular weapon/enemy. A stab should target a very specific point, while a slash should be more of a cone area. Incidentally, I could see the devs borrowing from Morrowind here, potentially, and typing the damage type to the animation used as well. 

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Posted
22 hours ago, MKMoose said:

New teaser from Tyron in #devlog on Discord, for y'all's viewing pleasure on the Forums and very relevant to this discussion. Emphasis added.

With this teaser out, a prerelease by the end of the year seems ever so slighlty more likely, though a lot at this point probably depends on whether there are any other tasks to complete and when the team can comfortably release the new features - not sure what to really expect based on statements like "is being fine tuned" or "still a work in progress".

As for the actual contents of the rework, I like what I'm seeing quite a lot.

Three things I'm mildly worried about are:

  • Physical hit detection - the idea is cool, but tends to be quite janky and difficult to really get right. It seems like it may also cause weapon range to be reduced by roughly one block for both falx and spear unless animations change significantly, which is not necessarily a bad thing (especially if hitboxes effectively get wider as well) but it will have a lot of second-order effects that need to be accounted for. Having more proper attack hitboxes and not just a single point (which is still sometimes buggy in spite of its simplicity, by the way) is practically bound to be a great change either way. I wonder if similar changes will be applied to enemy attacks, and whether this is associated with changes to entity hitboxes.
  • Damage type affecting mob drops - if it's a simple multiplier, then it might not end too well, because this kind of thing tends to be pretty miserable to make it reasonably balanced. When loot is valuable then the player is incentivized to always use high-loot weapons largely irrespective of all other factors, and when loot is forgettable then the modifier ends up completely worthless relative to other advantages. Unless it's in some way more interesting than a blanket loot multiplier, I can only really see this working well as a way to narrow down weapon selection for hunting animals. Wouldn't mind to be proven wrong, though.
  • Essentially no mention of ranged combat, and no mention of shields or any other potential off-hand items. Practically the whole focus is on simple melee combat, and even two-handed weapons are a "maybe". One step at a time, naturally, so there's a lot of lee way I can give, but it seems quite odd.

I see what you mean on the melee weapons. I do hope other stuff gets similar fixes. I would hate to see ranged just get overly nerfed because only melee weapons got improvements.

I do also wish something like this was posted to the forum as well unless I just missed where it was. It kind of annoys me when info like this is exclusive to Discord. At least there are people like you there who will spread the word though.

If done well I can see the improvements going well, but some like the mob drops will definitely need balancing to work well. The big one for me was the armor customization. Something about "armor crafting system that lets you customize armor almost like you can customize blocks with a chisel" sounds INSANE to mess with. I can't wait to be able to customize armor. I do hope that in the process of that Hunter gets some better armor options that don't come at the cost of accuracy or ranged damage.

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Posted (edited)
27 minutes ago, VANTABlack2000 said:

I do also wish something like this was posted to the forum as well unless I just missed where it was. It kind of annoys me when info like this is exclusive to Discord. At least there are people like you there who will spread the word though.

Didn't miss anything. If you have an Instagram account, at least some of the stuff posted on #devlog in the Discord server can also be found there. You can find it through the link at the top of the page next to the Anego logo.

Frankly, I was considering to make a kind of "miscellanous dev posts" topic to share various things that the devs post outside of the Forums, but the thought of maintaining it regularly is not very encouraging. Really would like an official channel for this.

 

21 hours ago, LadyWYT said:

Hit detection also feels like it should hinge on the specific attack animation as well, and not just be a static statistic of the particular weapon/enemy. A stab should target a very specific point, while a slash should be more of a cone area.

This will very much be the case based on the second point in the teaser, key part put in bold:

Quote

2. New weapon swing animations: Currently being worked on. A lot of work to get just right. Hit detection is now animation authoritative, so the animations play 2 roles - look good and actually hit the enemy in a predictable way. The hardest part is to fulfill both roles just right. Weapons will have a variety of swing animations

Not sure about the idea for different damage types depending on attack animation. More universal weapons are always a risk, because weapons which are good enough against everything often overshadow specialized weapons, similar to what you've mentioned on a different point. Certainly could be very interesting either way. A lot also depends on whether the different attaks can be used at will or are just part of some kind of fixed attack patterns - the former tends to be better for this purpose, I think.

 

21 hours ago, LadyWYT said:

For example, a falx or other similar bladed weapon might still be good for killing animals, but if you want to actually skin that animal for its hide then you might not want to go slicing up the animal when killing it.

This is generally what I mean when I say that I can only really see it working well to narrow down weapon selection for animal hunting, because reducing yield from mangled animals is a relatively natural and understandable penalty for using improper hunting methods. As long as it's not too restrictive, I think this could be very useful to create a better tuned hunting balance which fulfills a more particular fantasy, without all the other weapons disrupting it.

21 hours ago, LadyWYT said:

A hammer might be great at knocking enemies back or dealing with particularly fragile enemies, but might also smash fragile loot drops(like temporal gears or Jonas parts) in the process.

This, though, I have doubts about. Affecting only some types of loot is certainly an option, as you say. But I don't really see how it would be possible to reasonably make it interesting and not feel restrictive at the same time. At least for myself, given that I tend to optimize a lot of things. Unlike in hunting, where the concept of a clean kill is quite important and tissue damage is strongly undesirable so having a narrower but still ideally somewhat varied selection of weapons is understandable, monsters are generally where I would expect maximum combat variety which a loot multiplier is arguably not conducive to at all. While I certainly wouldn't argue that it's impossible, I'm gonna need to see it to believe it.

 

21 hours ago, LadyWYT said:

This is what I would be a little more concerned about when it comes to balancing. A "rock, paper, scissors" system of damage types can make combat quite interesting, but it can also be pretty difficult to balance. Weapons that are hard counters to common enemies can easily overshadow other weapons. Weapons that are devastating to a specific uncommon enemy type aren't necessarily bad, but they can easily fall to the wayside if there's another weapon that can do roughly the same job while still being useful against other enemies.

A number of people in the Discord have already expressed dislike for Combat Overhaul's damage types and a wish for vanilla to implement a better system. What I think is very important here to mention is that making the player use different weapons for different enemies is quite fundamentally not good variety, at least in certain contexts - it risks just making people carry multiple weapons at all times or suffer if they don't have a weapon appropriate to the enemy, which effectively reduces the variety because there's just a couple mroe similar weapons in each category that the player needs to cover. Loot modifiers may also run into almost the same problem - always carry a high-damage and high-loot weapon, or suffer if you don't have one of them when you really need it. Proper variety always comes first from facilitating different kinds of player expression, e.g. through allowing several different but similarly viable combat strategies which meaningfully change the flow of combat. Even cosmetic variety can be just fine.

I think that damage types would be best done, for better or worse, with a status effect system. Blunt weapons could briefly disorient and stun enemies, slashing weapons could potentially cripple enemies (i.e. slow them down permanently, disable specific attacks), piercing weapons could get partial armor bypass against immobilized enemies or hemorrhage when hitting animal lungs (potentially especially important for hunting). While the details are naturally up in the air, I do believe that something of the sort would provide incomparably better long-term gameplay variety than simple modifiers, though of course it is significantly more complex to implement as well.

Edited by MKMoose
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Posted
13 minutes ago, MKMoose said:

Didn't miss anything. If you have an Instagram account, at least some of the stuff posted on #devlog in the Discord server can also be found there. You can find it through the link at the top of the page next to the Anego logo.

Frankly, I was considering to make a kind of "miscellanous dev posts" topic to share various things that the devs post outside of the Forums, but the thought of maintaining it regularly is not very encouraging. Really would like an official channel for this.

 

This will very much be the case based on the second point in the teaser, key part put in bold:

Not sure about the idea for different damage types depending on attack animation. More universal weapons are always a risk, because weapons which are good enough against everything often overshadow specialized weapons, similar to what you've mentioned on a different point. Certainly could be very interesting either way. A lot also depends on whether the different attaks can be used at will or are just part of some kind of fixed attack patterns - the former tends to be better for this purpose, I think.

 

This is generally what I mean when I say that I can only really see it working well to narrow down weapon selection for animal hunting, because reducing yield from mangled animals is a relatively natural and understandable penalty for using improper hunting methods. As long as it's not too restrictive, I think this could be very useful to create a better tuned hunting balance which fulfills a more particular fantasy, without all the other weapons disrupting it.

This, though, I have doubts about. Affecting only some types of loot is certainly an option, as you say. But I don't really see how it would be possible to reasonably make it interesting and not feel restrictive at the same time. At least for myself, given that I tend to optimize a lot of things. Unlike in hunting, where the concept of a clean kill is quite important and tissue damage is strongly undesirable so having a narrower but still ideally somewhat varied selection of weapons is understandable, monsters are generally where I would expect maximum combat variety which a loot multiplier is arguably not conducive to at all. While I certainly wouldn't argue that it's impossible, I'm gonna need to see it to believe it.

 

A number of people in the Discord have already expressed dislike for Combat Overhaul's damage types and a wish for vanilla to implement a better system. What I think is very important here to mention is that making the player use different weapons for different enemies is quite fundamentally not good variety, at least in certain contexts - it risks just making people carry multiple weapons at all times or suffer if they don't have a weapon appropriate to the enemy, which effectively reduces the variety because there's just a couple mroe similar weapons in each category that the player needs to cover. Loot modifiers may also run into almost the same problem - always carry a high-damage and high-loot weapon, or suffer if you don't have one of them when you really need it. Proper variety always comes first from facilitating different kinds of player expression, e.g. through allowing several different but similarly viable combat strategies which meaningfully change the flow of combat. Even cosmetic variety can be just fine.

I think that damage types would be best done, for better or worse, with a status effect system. Blunt weapons could briefly disorient and stun enemies, slashing weapons could potentially cripple enemies (i.e. slow them down permanently, disable specific attacks), piercing weapons could get partial armor bypass against immobilized enemies or hemorrhage when hitting animal lungs (potentially especially important for hunting). While the details are naturally up in the air, I do believe that something of the sort would provide incomparably better long-term gameplay variety than simple modifiers, though of course it is significantly more complex to implement as well.

Not on instagram, but have seen little tidbits from the Anego Mastodon account before.

Posted

mr-incredible-the-incredibles-3263076606.gif.b3e2c4089cd4686d2ed6efcb4ba7b3ea.gif

Jokes aside, I don't think Anego has a hard and fast roadmap/release schedule. It's not like they have to coordinate absolutely everything with a massive marketing department, such as with a certain other block game. From what I can tell, their current plans can be described as: "We're thinking of doing it next update, unless something else comes up."

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Posted
On 10/6/2026 at 5:58 PM, Michaloid said:

With the last two controversies that hit in the same month, i suspect that not much was made this month yet. Which could mean a delay. But, we'll see.

What controversy was that? I've heard nothing. 

Posted
  1. Physical hit detection: This tests for actual collision of your melee weapon against a target. This is working and is being fine tuned.

Does this mean that every close combat attack is now an aoe? If I strike with a falx will it strike everything in an arch in front of me, if I stab with a spear will it hit everything standing in a thin line in front of me?

Posted
1 hour ago, Tam Hawkins said:
  1. Physical hit detection: This tests for actual collision of your melee weapon against a target. This is working and is being fine tuned.

Does this mean that every close combat attack is now an aoe? If I strike with a falx will it strike everything in an arch in front of me, if I stab with a spear will it hit everything standing in a thin line in front of me?

I guess it depends on the animations. But since drifters attack in hordes, i hope so. Even if not, i assume it would be easy-ish to make it so.

Posted
2 hours ago, Michaloid said:

I guess it depends on the animations. But since drifters attack in hordes, i hope so. Even if not, i assume it would be easy-ish to make it so.

do you know if locational damage on the player is coming?

I didn't see anything about that just locational damage FROM the player to other players in the current API.

Posted (edited)
8 hours ago, Tam Hawkins said:

Does this mean that every close combat attack is now an aoe? If I strike with a falx will it strike everything in an arch in front of me, if I stab with a spear will it hit everything standing in a thin line in front of me?

Either is completely plausible, and it could actually be interesting if it was mixed. On the technical side, stopping the attack after the first hit would benefit from additional animations which VS might or might not currently have the proper tech for, but ultimately there isn't much implementation difference between the two.

 

4 hours ago, Teh Pizza Lady said:

do you know if locational damage on the player is coming?

I didn't see anything about that just locational damage FROM the player to other players in the current API.

Currently in 1.22.7, locational damage seems to be only implemented in terms of random chance to use one of the three armor slots to get armor stats from. If there is something else, I'd love to see it.

While there is some chance that they've been working on it - Tyron has mentioned some kind of "new combat hit detection tech" in the development update - no further details have been explicitly mentioned as far as I'm aware.

Edited by MKMoose
Posted
1 hour ago, MKMoose said:

Currently in 1.22.7, locational damage seems to be only implemented in terms of random chance to use one of the three armor slots to get armor stats from. If there is something else, I'd love to see it.

While there is some chance that they've been working on it - Tyron has mentioned some kind of "new combat hit detection tech" in the development update - no further details have been explicitly mentioned as far as I'm aware.

I've seen that too, in the game which makes figuring out where you've been hit a bit of a pain. I've been able to figure that most animals will strike from their mouths and claws so the hits can be measured using the animal's height vs the player's height. Ranged attacks are... something else. However I did find that players DO transmit location damage information when they strike another player. I'm hoping that the team builds on this and expands it to mobs or else I might have to write a new mod just for this. 😅

Posted
On 10/5/2026 at 9:28 PM, LadyWYT said:

In my experience, the devs don't really post estimated release dates, save for maybe when they're on the final RC candidate and about to release stable. Basically, updates are ready whenever they're ready, and how soon that is hinges heavily on how much content the devs are trying to shove in the update, how many bugs they have to squash in the process, and how much community drama they have to deal with during it all.

Aside from that, I will also note that based on what I've seen floating around, I'm not sure that 1.23 is a full overhaul of combat specifically, as much as it is just making some major changes to how the armor works. To be fair, that's no small change either, especially with some of the other goodies it could potentially come with, but I don't really expect the combat to be too much of a departure from the relatively simple system we have currently.

 

honestly, my only problem with vanilla is the armor. I dont know the term, but it seems like certain tier armors are practically useless because of how the player experiences combat.

 

A more clear example would be from a different game. In Core keeper if you play on hard mode, every time you get the ability to craft the next tier of armor for the game's next area, where you have to obtain those materials is ramped up in "difficulty" so drastically that this new armor is essentially like wearing nothing at the beginning of the game.

 

Vintage story feels like that to me until you get to iron/steel age, with how often you deal with tier3 or 4 creatures in the overworld, cloth, leather, copper, & bronze almost feel worthless to me. And even then, with how far the game expects you to travel, having different armor types on your person for different scenarios just isnt viable even tho imo its almost needed. I hope we get the ability to stack armor types like in CO. it only makes sense, and it would make traveling with armor not only make more sense, but be more viable.

Posted
On 10/14/2026 at 5:54 PM, Teh Pizza Lady said:

I've seen that too, in the game which makes figuring out where you've been hit a bit of a pain. I've been able to figure that most animals will strike from their mouths and claws so the hits can be measured using the animal's height vs the player's height. Ranged attacks are... something else. However I did find that players DO transmit location damage information when they strike another player. I'm hoping that the team builds on this and expands it to mobs or else I might have to write a new mod just for this. 😅

locational damage idea works in a game that is basically turn based when it comes to combat has been my personal experience, trying to have to much detail in a twitch based system is a trap that is easy to fall into 

Posted
1 hour ago, IAmMoss said:

Vintage story feels like that to me until you get to iron/steel age, with how often you deal with tier3 or 4 creatures in the overworld, cloth, leather, copper, & bronze almost feel worthless to me

Not true. Gambeson is the best armor for traveling around on the surface, while bronze lamellar is a very good early game armor. Neither one is the best for dealing with tier 3/4 creatures, however, both are still tough enough to allow you to actually do something about those creatures without dying in the process. It's a similar case for copper, leather, and other low tier armors--they aren't very durable or protective, but they are cheap and easy to make. They'll help you survive things that you otherwise wouldn't in the early stages of the game.

With the current state of the game though, there's not much reason to go cavern crawling in the early game, and more experienced players can easily forgo armor when dealing with surface threats. Temporal storms are the main thing that armor is required for, and while the early drops of rusty gears can be quite valuable, not every player plays with these enabled.

1 hour ago, IAmMoss said:

And even then, with how far the game expects you to travel, having different armor types on your person for different scenarios just isnt viable even tho imo its almost needed.

I'm not sure I would call this a viable strategy in any game, really. Armor is generally heavy compared to other items, and there's only so much space in the player inventory. The idea is to pick the armor that best suits your playstyle or otherwise pick armor that is appropriate for the kind of situation you expect to be facing. For just general travels, gambeson is best, however, if you're traveling to a dangerous area or otherwise traveling with the intention of picking a fight with very dangerous things, then you'll probably want to wear something more protective. Chain armor is very protective while also being lightweight, making it a good choice as an "all-purpose" armor, though it's also just as viable to have something sturdier and only equip it when you need to.

Posted
3 hours ago, LadyWYT said:

Chain armor is very protective while also being lightweight, making it a good choice as an "all-purpose" armor, though it's also just as viable to have something sturdier and only equip it when you need to.

Chain is also best for archers because it has the lowest accuracy penalties.

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