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	<title>Comments on: Dark Crusade 1.2 patch live</title>
	<link>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/</link>
	<description>The definitive source for all things Relic</description>
	<pubDate>Fri, 16 May 2008 10:13:56 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.0.10</generator>

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		<title>by: Guest</title>
		<link>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/#comment-32321</link>
		<pubDate>Sat, 20 Oct 2007 23:59:00 +0000</pubDate>
		<guid>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/#comment-32321</guid>
					<description>I see imperial guards got killed over again but hey this time we took the tau down with us!!! Personally im an imperial guard fan soo.
 Guardsmen-the 5 heavy really doesn't help at all...because it decrease the damage bonus of plasmas from 100%-50% it makes the upgrade..well 50% less efficient still thats better then having 3 with 100% right? Nope since execution ability no longer stacks ontop of plasma and the fact that you have to reinforce 2 more costly (if not slow and annoying) heavy to compensate for the loss of firepower and i barely use grenades launchers for karskins anyways hellguns all the way. So this adjustment is only useful if you don't use execution very much(very useful if you have lots of cash and don't execute your fellow guardsmen very much).. but considering i execute about 20-50 guardsmen a game...Well what im trying to say is to find a medium.:D
 The garrison unit dmg up was really nice but the best defence is usually a good offence.
 Assassin- My favourtie friend for taking out pesky necron lord with solar pulse has been nerfed?!?! gg
 Psyker-not my favourite anti vehichle unit anymore...now i have to rely on mass sentinals :(  not like leman russ can take on heavy vehichles without mass backup (giving predator lascannon doesn't help much either) Not saying that was a bad idea just..well..give the leman russ a chance.
 Basilisk-Okay understandable they too strong :D but why decrease speed so much? now they need to run away more then ever!..Now i have to find a better way to compensate against heavy infantry/commander...Heavy weapons maybe?
 Ogryns-Pshh you ain't gonna get motivated by seeing your fellow guardsmen die? then i'll place a commisar in your squad and see how motivated you'll be then! Well actually i don't mind that with power bayonet and a priest they are pretty much a melleeing tank (like terminators) but decrease on vehichle damage? i hope it isn't much cause thats my only mellee squad (not including heores or commanders)
 The IG Commissar Execute ability no longer stacks.
don't like the sound of that...
 I don't know if this rants valid or im just a bad imperial guard player :( (highly likely) but i just thought id put my 2 cents in.
 Well anyways i bet it's hard considering you have to match up the balances with each and every race. Also calibrating it so it's agreeable with every race but putting up a patch after a while and compensating it with lots of fixes is only a good idea if your guarenteed not to "aggravate" many players, not saying that i am it's good enough you guys are doing this...but</description>
		<content:encoded><![CDATA[<p>I see imperial guards got killed over again but hey this time we took the tau down with us!!! Personally im an imperial guard fan soo.<br />
 Guardsmen-the 5 heavy really doesn&#8217;t help at all&#8230;because it decrease the damage bonus of plasmas from 100%-50% it makes the upgrade..well 50% less efficient still thats better then having 3 with 100% right? Nope since execution ability no longer stacks ontop of plasma and the fact that you have to reinforce 2 more costly (if not slow and annoying) heavy to compensate for the loss of firepower and i barely use grenades launchers for karskins anyways hellguns all the way. So this adjustment is only useful if you don&#8217;t use execution very much(very useful if you have lots of cash and don&#8217;t execute your fellow guardsmen very much).. but considering i execute about 20-50 guardsmen a game&#8230;Well what im trying to say is to find a medium.:D<br />
 The garrison unit dmg up was really nice but the best defence is usually a good offence.<br />
 Assassin- My favourtie friend for taking out pesky necron lord with solar pulse has been nerfed?!?! gg<br />
 Psyker-not my favourite anti vehichle unit anymore&#8230;now i have to rely on mass sentinals :(  not like leman russ can take on heavy vehichles without mass backup (giving predator lascannon doesn&#8217;t help much either) Not saying that was a bad idea just..well..give the leman russ a chance.<br />
 Basilisk-Okay understandable they too strong :D but why decrease speed so much? now they need to run away more then ever!..Now i have to find a better way to compensate against heavy infantry/commander&#8230;Heavy weapons maybe?<br />
 Ogryns-Pshh you ain&#8217;t gonna get motivated by seeing your fellow guardsmen die? then i&#8217;ll place a commisar in your squad and see how motivated you&#8217;ll be then! Well actually i don&#8217;t mind that with power bayonet and a priest they are pretty much a melleeing tank (like terminators) but decrease on vehichle damage? i hope it isn&#8217;t much cause thats my only mellee squad (not including heores or commanders)<br />
 The IG Commissar Execute ability no longer stacks.<br />
don&#8217;t like the sound of that&#8230;<br />
 I don&#8217;t know if this rants valid or im just a bad imperial guard player :( (highly likely) but i just thought id put my 2 cents in.<br />
 Well anyways i bet it&#8217;s hard considering you have to match up the balances with each and every race. Also calibrating it so it&#8217;s agreeable with every race but putting up a patch after a while and compensating it with lots of fixes is only a good idea if your guarenteed not to &#8220;aggravate&#8221; many players, not saying that i am it&#8217;s good enough you guys are doing this&#8230;but</p>]]></content:encoded>
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		<title>by: Morgatz</title>
		<link>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/#comment-29560</link>
		<pubDate>Mon, 30 Jul 2007 01:07:13 +0000</pubDate>
		<guid>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/#comment-29560</guid>
					<description>All right, so basically we're seeing the same complaints. Tau got nerfed too much, especially Broadsides and Fire Warriors. Necrons didn't get nerfed NEARLY enough, and actually got buffed in some areas. Necron players are STILL getting booted almost immediately from midlevel games due to the horrible balance issues. I like what you did with the Chaos, though I agree that stealth might've gotten nerfed a bit too much, I say keep cultist infiltration at t1 or t2 and leave CSM at t3 or t4. Eldar balancing was perfect, you won't get any complaints from me. But I'm NOT happy about the Flash Gitz nerf. C'mon, the massive building damage was the best part. XD You cut it in what, a fourth? I can understand cutting it by 2/3, or even by half, but seriously, now they can't do CRAP to buildings. At least increase their anti-infantry damage or accuracy to make up for it. Other Ork mods were great, though I would've appreciated a slight armor boost. Orks are supposed to be TOUGH, not squishy. What I really didn't like, though, was all the Space Marine bonuses you handed out. My gods, SMs are already 30-50% of the player base, way overpowered, and the only real nerf I saw was to the Grey Knights (well-deserved. ^_^) and the Assault Marines (which no one uses anyway). I would've really liked to see the Terminators and Assault Terminators lose some of their ability to totally demolish my base before I can get any kind of reinforcements back there. Or maybe quadruple their reinforce time and build time, that might balance it. A little. XD Bug fixes are appreciated, of course, but I REALLY wish you'd have added some new 4-player and 6-player maps. Those are my favorites, and some of them are getting pretty old.</description>
		<content:encoded><![CDATA[<p>All right, so basically we&#8217;re seeing the same complaints. Tau got nerfed too much, especially Broadsides and Fire Warriors. Necrons didn&#8217;t get nerfed <span class="caps">NEARLY </span>enough, and actually got buffed in some areas. Necron players are <span class="caps">STILL </span>getting booted almost immediately from midlevel games due to the horrible balance issues. I like what you did with the Chaos, though I agree that stealth might&#8217;ve gotten nerfed a bit too much, I say keep cultist infiltration at t1 or t2 and leave <span class="caps">CSM </span>at t3 or t4. Eldar balancing was perfect, you won&#8217;t get any complaints from me. But I&#8217;m <span class="caps">NOT </span>happy about the Flash Gitz nerf. C&#8217;mon, the massive building damage was the best part. XD You cut it in what, a fourth? I can understand cutting it by 2/3, or even by half, but seriously, now they can&#8217;t do <span class="caps">CRAP </span>to buildings. At least increase their anti-infantry damage or accuracy to make up for it. Other Ork mods were great, though I would&#8217;ve appreciated a slight armor boost. Orks are supposed to be <span class="caps">TOUGH, </span>not squishy. What I really didn&#8217;t like, though, was all the Space Marine bonuses you handed out. My gods, SMs are already 30-50% of the player base, way overpowered, and the only real nerf I saw was to the Grey Knights (well-deserved. <sup>_</sup>) and the Assault Marines (which no one uses anyway). I would&#8217;ve really liked to see the Terminators and Assault Terminators lose some of their ability to totally demolish my base before I can get any kind of reinforcements back there. Or maybe quadruple their reinforce time and build time, that might balance it. A little. XD Bug fixes are appreciated, of course, but I <span class="caps">REALLY </span>wish you&#8217;d have added some new 4-player and 6-player maps. Those are my favorites, and some of them are getting pretty old.</p>]]></content:encoded>
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		<title>by: Myrad</title>
		<link>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/#comment-26288</link>
		<pubDate>Sat, 14 Apr 2007 02:37:25 +0000</pubDate>
		<guid>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/#comment-26288</guid>
					<description>The Tau needed a nerf, and they got one!  The reworking of their 'raxes is much appreciated, but the decreased range and increased squad-cap cost of Broadsides might have been a bit over the top.

The Necron were not sufficiently nerfed (IMHO).  Granted, at the highest level of competition, they might be balanced, but to the majority of players they're still too powerful.  I'm not sure what Relic's stance on that would be.

Chaos got more stompy at the cost of stealth, and this seems fair, but we'll see how it plays out.

Chaplain attaching to squads is... different.  I prefer it, personally, although it does detract from his character a bit.

Bug fixes are much appreciated.  Would have preferred an earlier bug-patch followed by a later tweak-patch, but I've worked in QA, and trust me: more patches is a SERIOUS pain in the ass.

Relic is doing good.  They're shaking things up.  Gives everyone a chance to 're-learn' the game.  Besides, my, and everyone else's comments are for naught until we play for a few months.</description>
		<content:encoded><![CDATA[<p>The Tau needed a nerf, and they got one!  The reworking of their &#8216;raxes is much appreciated, but the decreased range and increased squad-cap cost of Broadsides might have been a bit over the top.</p>

<p>The Necron were not sufficiently nerfed (IMHO).  Granted, at the highest level of competition, they might be balanced, but to the majority of players they&#8217;re still too powerful.  I&#8217;m not sure what Relic&#8217;s stance on that would be.</p>

<p>Chaos got more stompy at the cost of stealth, and this seems fair, but we&#8217;ll see how it plays out.</p>

<p>Chaplain attaching to squads is&#8230; different.  I prefer it, personally, although it does detract from his character a bit.</p>

<p>Bug fixes are much appreciated.  Would have preferred an earlier bug-patch followed by a later tweak-patch, but I&#8217;ve worked in <span class="caps">QA, </span>and trust me: more patches is a <span class="caps">SERIOUS </span>pain in the ass.</p>

<p>Relic is doing good.  They&#8217;re shaking things up.  Gives everyone a chance to &#8216;re-learn&#8217; the game.  Besides, my, and everyone else&#8217;s comments are for naught until we play for a few months.</p>]]></content:encoded>
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		<title>by: Razorback of Chaos</title>
		<link>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/#comment-26098</link>
		<pubDate>Sat, 07 Apr 2007 14:06:19 +0000</pubDate>
		<guid>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/#comment-26098</guid>
					<description>This patch helps???

------------------------------

My apoligies bearing bad news about this patch to be added on to most likly the best RTS ever!

Obvious players have 'commented', or as I believe Insulted. That you have actually 'De-Natured' the Tua in all their previous glory, i admit this makes a very difficlut enemy easier, greatly... But myself and too many others think you've rendered this race into 'Kittens', they are now the most pephetic race in the game. However, my point bears the damage inflicted onto the Chaos, and on be-half of family and friends, the damage delt to the: Necrons and Imperal Guard. The Chaos are now servery compromised the soul and feel of them, losing bouses that the Choas really did need to win, they can survive but only win against a hard foe by time and extrem effert.

 On the other hand, I can now get the daemon price early enought for him to actually do something! And the increase 'specs' on their vehicles really does help, thank you!

As I can't get a straight or productive answer from anyone consering the problems about the Necrons or Imerial Guard i will not say. But surficially to say, something somewhere has lost you clients in this massively played game!!!

I thank you for sort of 're-toning' the Chaos and also for your time to read an other negative comment... However I have up most and ever confidence that you will improve all the aspects that don't conform to everyone else opinion, will be resolved by 1.3!!! :)</description>
		<content:encoded><![CDATA[<p>This patch helps???</p>

<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;</p>

<p>My apoligies bearing bad news about this patch to be added on to most likly the best <span class="caps">RTS </span>ever!</p>

<p>Obvious players have &#8216;commented&#8217;, or as I believe Insulted. That you have actually &#8216;De-Natured&#8217; the Tua in all their previous glory, i admit this makes a very difficlut enemy easier, greatly&#8230; But myself and too many others think you&#8217;ve rendered this race into &#8216;Kittens&#8217;, they are now the most pephetic race in the game. However, my point bears the damage inflicted onto the Chaos, and on be-half of family and friends, the damage delt to the: Necrons and Imperal Guard. The Chaos are now servery compromised the soul and feel of them, losing bouses that the Choas really did need to win, they can survive but only win against a hard foe by time and extrem effert.</p>

<p> On the other hand, I can now get the daemon price early enought for him to actually do something! And the increase &#8217;specs&#8217; on their vehicles really does help, thank you!</p>

<p>As I can&#8217;t get a straight or productive answer from anyone consering the problems about the Necrons or Imerial Guard i will not say. But surficially to say, something somewhere has lost you clients in this massively played game!!!</p>

<p>I thank you for sort of &#8216;re-toning&#8217; the Chaos and also for your time to read an other negative comment&#8230; However I have up most and ever confidence that you will improve all the aspects that don&#8217;t conform to everyone else opinion, will be resolved by 1.3!!! :)</p>]]></content:encoded>
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		<title>by: kenny</title>
		<link>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/#comment-26068</link>
		<pubDate>Fri, 06 Apr 2007 01:56:09 +0000</pubDate>
		<guid>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/#comment-26068</guid>
					<description>As a tau player, i am great dissatisfied with the new balance of the game. The taus have been weakened greatly,as mentioned before, the fire warrior's ranged has been reduced and seeing Taus as ranged specialists, it is an offset to many tau players including myself. Also by redusicng the squadsize of broadsides, i dont know what relic is thinking. Firstly, since Taus have to base defenses; ie turrets and mines, a squad of 3 broadside would be an ideal defense. However, since relic reduced the maximum squad size to 1 and increase its hp slightly, the firepower offered by ONE broadside is hardly enough and its large cosumption of Squad cap (3) in contrast to the previous patch is pointless. If relic were to decrease the squad size of the broadside, at least offer base defenses or compensate by increasing the damage and range of the firewarrior. Seeing that the broadside in this present patch has only 1 per squad, taking up 3 squad cap AND its damage is inferior compared to the previous patch i would say this is the worst patch since one of the patch updates on winter assault. By taking 'high' ranking player's contention into account, relic, you have already ruined a great game. Please reconsider the alterations made in this patch and try to 'balance' it out again especially the issues regarding Taus. Thank You for your time.</description>
		<content:encoded><![CDATA[<p>As a tau player, i am great dissatisfied with the new balance of the game. The taus have been weakened greatly,as mentioned before, the fire warrior&#8217;s ranged has been reduced and seeing Taus as ranged specialists, it is an offset to many tau players including myself. Also by redusicng the squadsize of broadsides, i dont know what relic is thinking. Firstly, since Taus have to base defenses; ie turrets and mines, a squad of 3 broadside would be an ideal defense. However, since relic reduced the maximum squad size to 1 and increase its hp slightly, the firepower offered by <span class="caps">ONE </span>broadside is hardly enough and its large cosumption of Squad cap (3) in contrast to the previous patch is pointless. If relic were to decrease the squad size of the broadside, at least offer base defenses or compensate by increasing the damage and range of the firewarrior. Seeing that the broadside in this present patch has only 1 per squad, taking up 3 squad cap <span class="caps">AND </span>its damage is inferior compared to the previous patch i would say this is the worst patch since one of the patch updates on winter assault. By taking &#8216;high&#8217; ranking player&#8217;s contention into account, relic, you have already ruined a great game. Please reconsider the alterations made in this patch and try to &#8216;balance&#8217; it out again especially the issues regarding Taus. Thank You for your time.</p>]]></content:encoded>
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		<title>by: Brent</title>
		<link>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/#comment-25897</link>
		<pubDate>Tue, 03 Apr 2007 04:40:49 +0000</pubDate>
		<guid>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/#comment-25897</guid>
					<description>I was so excited to see the changes just to be let down in so many ways.  Being a Tau player it was extremely upsetting to find all of their strengths had been taken away form them.  Tau have no base defenses unlike every other race in the game.  This set back was slightly offset by their fire power which has now been taken from them.   Who ever had the idea about entrenching the broad sides probably felt it was a good one with out considering how slow and weak they are.   Now doing less damage and having fewer attacks they die to fast to make up for the cost in points and troop cap that they cost.  This inability to kill vehicles at the beginning make them extremely vulnerable at the beginning of the game given they have no other vehicle killing units until tier 4.   The Tau troops still good at first but later on donâ€™t add up to all the up grads that other races get for their troops especially to really tough close combat troops like nobs, or even banshees.   Tau tanks donâ€™t hold up like they did.  Taking away their killing power and their heavy armor puts the Tau at an extreme disadvantage when confronted by other races that have more heavy weapons that last longer.  
Once again these disadvantages are a major offset by the lack of base defenses the Tau have.   While I use to be able to destroy base defenses pretty fast I no longer can, so I haft to bring my hole army leaving my base completely defenseless.  I just donâ€™t understand taking away their few strengths and not adding any to compensate.  They used to be quit good if you could build them up now they stay weak the whole game.</description>
		<content:encoded><![CDATA[<p>I was so excited to see the changes just to be let down in so many ways.  Being a Tau player it was extremely upsetting to find all of their strengths had been taken away form them.  Tau have no base defenses unlike every other race in the game.  This set back was slightly offset by their fire power which has now been taken from them.   Who ever had the idea about entrenching the broad sides probably felt it was a good one with out considering how slow and weak they are.   Now doing less damage and having fewer attacks they die to fast to make up for the cost in points and troop cap that they cost.  This inability to kill vehicles at the beginning make them extremely vulnerable at the beginning of the game given they have no other vehicle killing units until tier 4.   The Tau troops still good at first but later on don&acirc;€™t add up to all the up grads that other races get for their troops especially to really tough close combat troops like nobs, or even banshees.   Tau tanks don&acirc;€™t hold up like they did.  Taking away their killing power and their heavy armor puts the Tau at an extreme disadvantage when confronted by other races that have more heavy weapons that last longer.  <br />
Once again these disadvantages are a major offset by the lack of base defenses the Tau have.   While I use to be able to destroy base defenses pretty fast I no longer can, so I haft to bring my hole army leaving my base completely defenseless.  I just don&acirc;€™t understand taking away their few strengths and not adding any to compensate.  They used to be quit good if you could build them up now they stay weak the whole game.</p>]]></content:encoded>
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		<title>by: TDH</title>
		<link>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/#comment-25673</link>
		<pubDate>Sat, 31 Mar 2007 07:06:19 +0000</pubDate>
		<guid>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/#comment-25673</guid>
					<description>Stop taking balance advice from the highest ranking players - these are the people that do dirty tricks like delete base rushes to get to the top of the ladder. They don't know anything about making a fun fair game.</description>
		<content:encoded><![CDATA[<p>Stop taking balance advice from the highest ranking players - these are the people that do dirty tricks like delete base rushes to get to the top of the ladder. They don&#8217;t know anything about making a fun fair game.</p>]]></content:encoded>
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		<title>by: Gary</title>
		<link>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/#comment-25609</link>
		<pubDate>Fri, 30 Mar 2007 03:34:02 +0000</pubDate>
		<guid>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/#comment-25609</guid>
					<description>Please fix Tau. Tau Broken..... 
Killing the range made a huge break. Tau is a range race. 
Broadside were Broadsides. The change was not even. 3 would hit diffrent targets. 1 hits 1 and still cost the same and takes up the same cap count. Fine start w/1 and let us renforce them. 

With the current setting Tau is dead against everyone in standard standard standard Normal.. 

Great game dont break it.</description>
		<content:encoded><![CDATA[<p>Please fix Tau. Tau Broken&#8230;.. <br />
Killing the range made a huge break. Tau is a range race. <br />
Broadside were Broadsides. The change was not even. 3 would hit diffrent targets. 1 hits 1 and still cost the same and takes up the same cap count. Fine start w/1 and let us renforce them. </p>

<p>With the current setting Tau is dead against everyone in standard standard standard Normal.. </p>

<p>Great game dont break it.</p>]]></content:encoded>
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		<title>by: Matt</title>
		<link>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/#comment-24971</link>
		<pubDate>Sat, 24 Mar 2007 02:53:00 +0000</pubDate>
		<guid>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/#comment-24971</guid>
					<description>it's sad it took Relic this long to affect changes--such as the merciful return of Predator uprades--and fix problems--HWT/BS targeting, etc., but this patch does a number of things:
1) the Tau seem a little wonky, see above post for specifics
AND, MOST IMPORTANTLY
2) the Necrons, unfortunately, were not sufficiently nerfed. Maybe if ya'll had been a little quicker with the patches, we could have a 'rolling balance' and fix problems as they arise, but it took over three months to unfuck the Necrons and they aren't even completely unfucked.</description>
		<content:encoded><![CDATA[<p>it&#8217;s sad it took Relic this long to affect changes&#8211;such as the merciful return of Predator uprades&#8211;and fix problems&#8211;HWT/BS targeting, etc., but this patch does a number of things:<br />
1) the Tau seem a little wonky, see above post for specifics<br />
<span class="caps">AND, MOST IMPORTANTLY</span><br />
2) the Necrons, unfortunately, were not sufficiently nerfed. Maybe if ya&#8217;ll had been a little quicker with the patches, we could have a &#8216;rolling balance&#8217; and fix problems as they arise, but it took over three months to unfuck the Necrons and they aren&#8217;t even completely unfucked.</p>]]></content:encoded>
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		<title>by: TDH</title>
		<link>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/#comment-24948</link>
		<pubDate>Fri, 23 Mar 2007 23:15:47 +0000</pubDate>
		<guid>http://relicnews.com/archives/2007/03/dark-crusade-12-patch-live/#comment-24948</guid>
					<description>Damn game locked up my whole PC today. I'm going to have to reinstall to revert to a version of DC that actually works. Balance testing is one thing, but you actually also need to do some regular "let's make sure it doesn't crash" testing as well.</description>
		<content:encoded><![CDATA[<p>Damn game locked up my whole PC today. I&#8217;m going to have to reinstall to revert to a version of DC that actually works. Balance testing is one thing, but you actually also need to do some regular &#8220;let&#8217;s make sure it doesn&#8217;t crash&#8221; testing as well.</p>]]></content:encoded>
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