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In honour of this "very special" number, I decided to take the opportunity to write a few words about the game that has taken up so much time of my life.

At the time it was nothing more than a single custom-made Half-Life level, svencoop. As no development kit had been released for modders at the time, there was no custom code.

Gradually people started joining Sven Viking's project, contributing the skills they had in programming, level design, modelling, and so on.

A lot, if not most, of the contributors were teenagers. The mod's popularity kept growing, and a vibrant community arose, with people creating custom levels, models and other content on their own initiative.

When Half-Life 2 came out in , Half-Life 1 modding took an immediate hit. This was when Sven Co-op's community started to show its unique strength, because while other HL1 mods seemed to lose players at an ever increasing rate, Sven Co-op, after a small initial drop in players, somehow managed to retain almost the same player count right up until the game's Steam release.

Mind you, my memory is a bit fuzzy. However, the increasingly antiquated state of Sven Co-op became clear in other ways.

It became difficult for the developers to find new people interested in contributing to the development of the game.

An ancient game with outdated graphics and a slowly dwindling player base just didn't seem that appealing in comparison to more modern and lively games - especially for people with ambitions of entering a career in game development.

The stream of community created content also slowly dried out. The graph below, gathered from scmapdb. As you can see, things weren't looking great near the end.

Sven Co-op's release as a free game on Steam in January was like a rebirth, as it introduced the game to a much larger audience.

No longer did you have to convince your friends to shell out money to play Sven Co-op with you. The huge wave of players that came out on the release date was overwhelming and it was a day of huge excitement for me, but it was clear the release was also troubled by some technical issues.

The team scrambled to fix the issues that appeared in the release, but you can't stop the inevitable. The enormous new boost in players could not last forever and gradually declined, hitting a stable level after a few months.

A level that seems quite close to when the mod peaked. Sven Co-op has come a long way since its humble beginnings, and it's impossible to say how many years it will continue to last.

If you travelled back 10 years in time and told me that Sven Co-op would still be played today, I would not have believed it. Being a game based on around fighting predictable AI, rather than unpredictable and intelligent players, one would not expect it to have much replay value.

It's clear that the longevity of the game can be attributed to the countless people in the community who have put in their time and effort to create new content for the game, keeping it fresh, as well as the many server operators who have fostered a sense of community among the players.

The development team is just an extension of the community; players who have grouped up to work together towards a goal of improving the game and keeping it alive.

It's a rather chaotic and directionless group, where people work on whatever project catches their interest, and where people tend to come and go as they please.

We have no PR guy or spokesperson; every person on the team speaks only for themselves. And this is how we like it. We have no intention of barking orders to anyone; because in the end we're all just here to have fun.

And fun it is. It has been an amazing experience to work with so many people from all over the world, with different backgrounds, personalities, and opinions about the game, all of whom share a great enthusiasm for our old friend Sven Co-op.

A few of us have stayed on board for over a decade, including me, and have gone from careless and free teenagers with all the time in the world, to old and grumpy adults who struggle to find any time at all for the game.

It's clear that if the game is going to last forever, as we dream of course, we're going to need some more fresh blood.

Here, at the end of my rant, I would like to thank, from the bottom of my heart, the entire community which has made this game what it is.

If I were to compile a list of all the people who have contributed to the game, it would seem endless, and I would have trouble finding my own name within.

So thank you all, and thank you again. And thank Valve, of course. And if anyone is in the mood, come reminisce about old times in our Discord channel.

All the cool kids, and also the devs, hang out there. Sven, do you think we can fly? Despite being locked in my childhood bedroom at my parents' house while screaming children pound on the door, we've managed to assemble a holiday update!

The map features survival gameplay in which players must find three randomly placed items and bring them to a broken down truck. The truck must then be repaired and used to escape from the town before the timer runs out and the military arrives to 'purge' the town.

At the start of each round, each player is assigned to a random 'civilian' role. Rounds last seven to eight minutes depending on difficulty mode.

Once the timer runs out, the military parachutes into the town and will destroy the vehicle if all of the items have not yet been brought to it.

It is still possible to repair the vehicle and escape after the timer runs out, but it is exceedingly difficult.

We've managed to cobble together a small update in spite of the entire team being rather busy with Summer activities.

This update includes a very important crash fix for a player naming exploit, a few bug fixes, and a new map by Nih. Judgement , created by Nih, is now packaged with the game.

The map features survival gameplay in which players must defeat three waves of 'archangels' in order to successfully defend the mythical city of Godom and protect it from the wrath of an angry god.

Players have ten minutes to defeat each wave of archangels before the city is reduced to a burning heap of rubble.

All dead players are revived with the successful destruction of each wave of archangels. Alternatively, players may find the 'Rat of Returning' and sacrifice it at an altar in the map's center to revive a single player at a time.

We've been very busy these past few months! This update includes a vast number of new features, bug fixes, and map updates. As mentioned in several previous notifications, we had to make few changes to the SC Angelscript API as a result of some bug fixes.

You can find more details and a list of changes here. We'll gladly help you, should you have trouble with the changes. You can reach us on our forums or on our Discord chat server.

When enabled, Classic Mode now replaces all default models with their original low-definition release counterparts.

Alien slave revival and alien grunt snark grenades are also disabled to bring the game more in-line with classic Half-Life. Classic Mode can currently only be enabled in the Half-Life campaign, but may eventually be implemented in the other Half-Life campaign conversions in a future release.

The map features team PvP gameplay in which two megacorporations the Yellow and Blue teams send agents to capture each other's flags while defending their own bases.

The first team to reach five captures is victorious. Players may choose from seven distinct classes, each with unique active or passive abilities.

In addition to the enemy flag, players can attack a number of secondary targets during play. Each base includes four destroyable structures, which will take damage only from explosives: Left and right shield generators, which power the lasers that prevent enemies from scaling the side walls A signal jammer, which will cause the enemy to spawn rocket and HW grunts if lost A door control unit which, if destroyed, will leave the front gate open and vulnerable.

Additionally, occupying the side bunker will bring its defenses and Alien Mercenary units under your team's control.

Changes the visual appearance of entities for one player or a group of players. Can be used to create mirrors. Can be used to create display screens that render a camera view onto a surface.

Can be used to create 3D sky boxes and portals into other rooms. These entities are still somewhat experimental and may be subject to change in a future release.

Please see this thread for more information on how to use them. Survival mode is now natively supported by the game, rather than being loaded through Angelscript.

Players can now vote to enable or disable Survival Mode from the in-game command menu on maps that support it.

We have also implemented Survival Mode in the following official maps: With this change, there are now a few new ways for server operators and mappers to control Survival Mode by console variables.

Server operators who would like to learn more about the new server-specific CVARs for Survival Mode, please visit this thread.

Level designers who would like to learn more about the new map-specific CVARs for Survival Mode, or would like to learn how to implement Survival Mode into a map, please visit this thread.

Please visit this thread for an explanation of new keyvalues and entity behavior. A list of changes can be found below in the changelog.

See the 'Code' section, under 'Game library'. Just as we wanted to press the release button on Steam, our Twitter alert went off and we received the following message:.

Our entire staff was star struck! John Romero great father of the FPS-genre himself responded to our plans! And he didn't like them. If a legend like John commands something then you answer immediately.

So we cancelled the launch of the Half-Life Alpha remake, started working right away and went even more Classic!

This version will take you even further back to when the first build of Doom was released! Our edition already had lots of awesome classic features but this new plan will be even more spectacular.

Just some of the perks:. With such an impressive list of classic features we are certain our fans will appreciate us moving on to this new project instead of spending more time on the previous one.

Most of our players have been fan of Half-Life since the very beginning and stuck with us through all these years. Even though Sven Co-op has changed over the years, we always intended to stay faithful to Half-Life.

Many of our players enjoyed our "Classic Mode" plug-in, which brought the game closer to the original experience of But why stop there?

What if we could offer our players an even more original game experience? How could we add more "Classic" to our already "Classic Mode"?

Today we are introducing "Classic Classic Mode"! Get a piece of this blast from the past and enjoy the feature-rich environments of the original alpha version!

But don't just take my word for it: The game will then restart the map in "Classic Classic Mode"! It will automatically resync with clients running the regular version so your transition to "Classic Classic Mode" will always be seamless.

Note, however, that "Classic Classic Mode" only features 1 player model Ivan the Spacebiker , so it might be harder to distinguish one player from another.

Also note that "Classic Classic Mode" only contains the crowbar, pistol and SMG, so other weapons won't be available to you.

All other monsters will not be displayed in this version. Also, the level-format of "Classic Classic Mode" doesn't allow maps to be as large as the modern version of Sven Co-op, so only a few portions of the map will be available to you as a player of "Classic Classic Mode".

You also won't be able to see certain effects or hear certain sounds and the AI for the friendly units is unfinished and thus can't be used. Reloading will not also work.

Monster AI is mostly broken. Crosshair aiming is way off. There might be rendering glitches and maps will most likely spontaneously crash.

But all of this is just nit-picking to the real Half-Life purist! We are proud to announce that we are finally releasing They Hunger: Episode 3, the final instalment of the They Hunger series!

Explore the zombified countryside of Rockwell and the burned-out ruins of the Asylum, get mauled by zombie chickens and bulls, and stop Dr.

Franklin and Sheriff Rockwood from carrying out their plans for world domination! In celebration of all the ceaselessly starving zombies out there, we're releasing a completely overhauled version of They Hunger Episodes 1 and 2!

We've merged the maps into chapters and implemented survival mode, and the maps now feature completely new custom scripted weapons created by Norman Roger, Der Graue Fuchs, and KernCore.

The game menu has also been updated with an excellent Halloween-inspired theme song created by Zodemon. Alongside the They Hunger series update, we also have a plethora of game updates.

This is a minor update mostly to fix a few issues that appeared in our previous update. Please be aware that your FOV may be more zoomed out than normal.

This is because of an aspect ratio fix particularly for wide screen users. We advise you change your FOV setting to the new default value in your game console as follows:.

Just a heads up that the 4. You will find plenty of excellent and classic Sven Co-op maps within. The full map list for this mappack is as follows:.

Our announcement of the addition of achievements to Sven Co-op was met with so much enthusiasm that the development team decided to pull an all-nighter and think up way more cool and fun achievements for you and your friends!

Earlier this morning we finally reached the ultimate achievement:. When we compiled all those achievements into our latest Beta build and loaded up the game, it completely crashed.

It seems we achieved the unachievable: There was no other choice than to scrap the work we did and go back to the drawing board. Thus, sadly, the announced achievements will not be featured in the upcoming version of Sven Co-op.

We figured that merely enjoying yourself while playing Sven Co-op might fill our players with enough sense of achievement already!

Sven Co-op's move to Steam as a stand-alone game has not only given us the ability to supply you with instant updates, it also enables us to add achievements to Sven Co-op!

Later today we will be releasing a whole batch of fun achievements for you and your friends to well..

Here's a preview of just a few of the new achievements. We're sure you're all going to love these!

Of course we are open to suggestions for new achievements in the future, so make sure to head over to the forums and let us know! We have been working hard throughout the week to find the exact cause of this which is more complicated than just blaming Visual Studio , but have come up with a temporary solution.

Steam will then download this update for you. You will not be able to play on any public servers while on this branch unless they have also opted in to this branch.

If this update is successful we'll migrate it to the public branch with a full change log. Follow these steps to switch your Sven Co-op or Sven Co-op dedicated server installation in Steam to the public release candidate:.

To switch back to the public branch follow the same steps, but choose NONE from the drop-down list instead.

If you wish to put your server onto the release candidate you need to add this to your SteamCmd statement:. Simply remove the beta instruction if you wish to revert your server back to the public branch.

You can receive email notifications about upcoming updates with some timely warning to prepare by subscribing to our server announcements mailing list.

Windows XP and no longer working was entirely a mistake. Unfortunately only 1 person on our team still uses Windows XP, which is why we didn't notice the issue until it slipped into the public.

However the fact is we're going to have to stop supporting Windows XP and indefinitely at some point. We've already dropped support for Windows While we recognise that not everyone has a computer capable of running Windows Vista or later or you just don't want to , we cannot delay progression forever because of this.

We are very lucky that the issue this time could be worked around, but this won't always be the case.

This could simply be in the form of using a feature from the Windows kernel only present from Windows Vista or later.

Windows XP and have been dropped from official support for 2 years now, and other big names are starting to stop supporting it and Windows Vista too.

This is a huge problem for a multi-threaded application, of which there weren't many in the XP days to notice it. The only work-around is to disable thread safety in the game libraries, which is also a huge trade-off.

An official statement from Microsoft states that while they recognise this as a bug and provided an unsafe workaround, they simply won't degrade the performance of their current products in order to keep unsupported products working with modern applications.

So long story short, you're going to have to update at some point if you wish to continue to play Sven Co-op indefinitely.

A mailing list has been setup at the suggestion of our team member Duggles to help you server operators know in advance when updates are expected to go public.

We will also try to include relevant notes in update announcements you may find useful for that particular release.

You can subscribe or unsubscribe to the mailing list and view previous announcements here: This mailing list will not be open to public posts or responses.

Please direct any discussions and queries you have to our server message board here:. There is probably little point of subscribing if you do not operate a full time Sven Co-op server.

You will more than likely become bored of the messages, of which will often be technical and of little use to players.

Changes are as follows:. If you've donated to the mod at any time, you should automatically receive the in-game bonus features in the Steam version of Sven Co-op.

If you don't see them after trying on a couple of different servers, please send me your Steam ID e. For information on how to set up your own dedicated server, check the "Running a Server" section of the game manual.

To disable Survival Mode, add the following line to your server. If you don't have an IRC client installed, you can join the chat by using Gamesurge's web-based client: The exact time of release will be announced during the chat.

We'll also be answering questions and providing assistance throughout the night. Hope to see you there! On this day in , two months after the release of Half-Life, I posted the first public version of the Sven Co-op mod to the Atomic Half-Life fan site.

Now, seventeen years, thousands of custom maps, and millions of downloads later, Sven Co-op is about to be released on Steam as a stand-alone game.

All donors past and present will keep their bonus features in the Steam version. The stand-alone game includes many hundreds of features, fixes and improvements, as well as new maps and content.

Valve have also kindly allowed us to include their original Half-Life campaign free of charge, playable cooperatively even by people who don't own the original game!

New features have allowed the co-op version of the storyline maps to be reworked in a way that stays true to the original game while remaining challenging for multiple players.

Additionally, thanks to Valve providing us with a Goldsrc license, the team had been able to update the engine itself to allow Sven Co-op and its maps to surpass the limitations of standard mods.

The Steam release will also allow for easy installation, frequent iterative updates, and eventual Steam Workshop support. I wasn't closely involved in 5.

Ever since the first custom map GargHunt was created for version 1. The SC team and I would like to express our heartfelt thanks to all the mappers, artists, server ops, donors, and others without whom we would never have come this far.

We hope the new Sven Co-op SDK, scripting language, updated level editor and server tools will be of use to many of you as you continue to create endless imaginative content and generally keep the community running!

He is sorely missed. Our front page has been silent for a while, but I can assure you that a lot has been going on behind the scenes.

Releasing a game is a lot harder than you'd think, I swear! In fact, we had been hoping Santa Garg would be bringing a big present this Christmas - as he often does - but out of the blue his leg got broken, and well Christmas had to be cancelled.

Luckily, Santa Garg's leg has now fully healed! Too bad he only delivers presents on Christmas. That's just how it is, we hope you can understand.

Thankfully, there are other occasions for gift-giving. Today we'll be talking about a couple of things. First off, there is a really important thing that we would like to mention here on our front page.

It's mostly of interest for level designers. A while back on our forums, banan posted a new entity guide he had been working on.

This entity guide covers all current entities in the game; information that could sometimes be hard to find before. But now we finally have a fully comprehensive guide, which should be very useful for all mappers.

Thanks a lot banan! Now, here's some really cool news which we hope you will all like: Our trailer for Sven Co-op 5.

We hope you will enjoy this 2 minute introduction to our game, which also includes footage of some new maps and features.

The video itself was created by Mr. Since we still get a lot of questions about this: Remember, Sven Co-op 5. And this includes our Half-Life Singleplayer conversion.

As a side note, the first version of Sven Co-op was released on January 19th, That means SC's 17th birthday is in just 7 days! Who knew Sven Co-op was so old, huh?

I don't know about all of you guys, but here on the Sven Co-op team we will be celebrating that day! Apologies for the slight delay, but we are now ready to receive your beta test applications!

If you follow the link below you will find the sign up form along with a list of requirements that we have for our beta testers.

The sign up will close on Saturday, September 5th at At the end of the sign up period, you will receive an email telling you if you were accepted into the beta test.

We've had a lot of forum registrations since we announced the closed beta, but only 50 beta keys are available.

This means that not everyone currently expecting a beta key will get one. Remember that you are expected to actively participate in a reasonable number of test sessions set up.

You are not signing up just to download the game early and waddle about for a bit then disappear. With the limited number of keys available we will certainly revoke any unused ones for others more deserving.

We're excited to announce that we will soon begin closed beta testing on Steam. We're looking for 50 dedicated gamers to join us in our testing sessions and to provide us with valuable feedback.

An application form will be available next Saturday, August 29 th at Sign up will close on Saturday, September 5 th at Not everyone who applies will be selected.

You must be at least 16 years of age to apply, have a valid Steam Account you must provide us with your Steam ID , and have a valid Sven Co-op Forum account - sign up on our message forums http: Additional requirements include participation if selected - inactive applicants will be removed to give others a fair chance.

Please avoid emailing us to request access to the closed beta test - direct requests will be ignored. One of the more notable features coming in the Steam release is "Classic Mode" for the Half-Life single player co-op campaign.

It's a special mode that will revert things like weapons and various gameplay mechanics to classic Half-Life.

Some things won't be reverted e. We'll continue to refine this mode after receiving feedback from the community. Here's the current changelog in case you're wondering what we've been up to these past few months.

We've made a decent amount of progress so far. Current Changelog August 22, If you have any questions, feel free to post in the message forums.

We'll continue to post more updates as we get closer to releasing on Steam. Have a good weekend! Today we would like to present the new maps arriving with version 5.

We hope what you see will be to your liking. Desert Circle Created by the-middleman, this map places the players in a wide-open desert where they must infiltrate a heavily defended castle and kill the king inhabiting it.

The players must select a class and then sneak around in trenches outside the castle, hiding from snipers, and capturing flags along the way.

The teams can upgrade their NPCs using points gained automatically over time or received by winning rounds. The teams also gain points in random bonus rounds where the players must fight each other in the arenas themselves.

In these bonus rounds, points are sometimes scored purely by killing other players, but occasionally they also have objectives, such as retrieving certain objects for extra points.

One player assumes the role of a commander who is provided with an overhead view of the map. The commander selects which weapons and items to equip players with, calls in airstrikes, spawns allied reinforcements, and generally guides the players in their mission.

The remaining players must work together to hack terminals on the death station to gain rewards and delay the activation of a doomsday weapon.

A new gamemode called "Reverse Turret Fortress" is now available for players to choose on map start, and this gamemode is essentially the opposite of the original turret defense gamemode.

The players must now assault the fortress themselves, and they must do this by carrying a flag to 4 checkpoints, while protecting the carrier against enemy guards and turrets.

The players are able to damage the fortress defenses or otherwise gain advantages by infiltrating the fortress and using certain items inside, such as an EMP device to disable turret construction.

The players must also choose between a selection of different classes. That's it for now. Many other smaller map updates have also been prepared for 5.

Many changes have been made to the game since the posting of that changelog, however, and there will probably be a few other map-related surprises later on If you want, you can play both Desert Circle and Fortified already, by downloading them from our Map Showcase forum.

Both of the maps have been improved for the 5. Scorched Battalion was just selected as a finalist , which means it'll be played by a panel of unusually impressive judges including John Carmack!

It was also featured here. The other day we announced our new feature 'Sven Co-op Monster Mix tm '. While we were very excited with the first round of playtests we encountered a slight problem.

Within a few hours we started noticing that certain combinations appeared more often than others and after a day of playing, the variations of monsters started to decrease more and more.

It appears our system suffers of Rapid Aggressive Darwinism. With every 'evolution' a certain species becomes more dominant until it infested nearly every monster and eventually took over the entire system.

Therefore we have decided to pull the plug on the 'Sven Co-op Monster Mix tm ' feature. It's the only way to stop the epidemic from spreading.

Hopefully we'll be able to redesign the system by next year around the first of april. Today we'd like to present to you:. We realised that, even with our 40 different types of monsters, combat might become a bit stale after playing Sven Co-op for over 15 years.

To counter that we came up with a revolutionary system which combines different aspects from different monsters into one new foe!

The system combines up to 3 different aspects into a new monster so the amount of monsters we'll feature in Sven Co-op 5.

And the best part is: This way every round you play is different and exciting! Because it's hard to imagine the awesomeness of this new feature we'd like to introduce a few examples of Mixed Monsters r.

Are you excited to face your first Torgantua? Or fight that Robocoptermedic? In the new release of Sven Co-op you can! And don't worry about themed maps.

During playtests, we even experienced that the aesthetic value of the new models was far higher than their regular counterparts! What type of monster would you like to face in Sven Co-op Monster Mix tm?

Leave your ideas in the comments below! Our programmers and artists are hard at work and we expect the feature to be ready next year Today we would like to announce that we have reached a new stage in the development of version 5.

A short time ago we ceased adding new features to the game and are instead focusing on sorting out a handful of issues that are preventing the game from being as good as we want it to be.

Henceforth, we'll be putting the last bit of polish on the game. Nih tried to write this as a run-on sentence but I would not let him.

We would also like to take this opportunity to reveal a bit more about what's in store for version 5. One of the things we have been hard at work on is a complete rework of the Half-Life 1 co-op conversion.

The new conversion will be much closer to the original Half-Life experience, with fewer Sven Co-op specific additions that ruined the original atmosphere of Half-Life.

Many of the levels have also been merged, which allows for far less frequent map loading sequences, and player health and loadouts will be carried over between levels.

The Half-Life co-op campaign has also been chosen to showcase a new major addition to the game: When Survival mode is active, players who die will be respawned as 'observers', who observe the game in progress and will only be able to return once the living players have reached a checkpoint or until someone revives them.

The result is an experience much more similar to Half-Life Singleplayer, where players can lose the level and must reload to try again.

A video demonstrating Survival Mode and the checkpoint system can be see below. Survival Mode has been scripted using AngelScript and the new 'Observer Mode' feature, and can be added easily to any level by loading the HLSP map script and adding the necessary checkpoint entities to the level.

Alongside HLSP, several other official levels in the game have also been chosen to showcase Survival mode. Server operators are able to disable or enable the feature at will using a CVAR, allowing players to continue playing HLSP and other Survival Mode maps with the classic 'infinite respawn' mode typical of levels in our previous game versions.

We are seriously looking forward to seeing what kinds of creative game modes level designers will come up with using AngelScript and the long-awaited Observer Mode feature.

And we'll try to keep you all updated as much as we can while we work ceaselessly to finally push this version out onto your doorsteps.

As we inch closer to launching Sven Co-op on Steam, I'd like to provide an update on our progress with the game. Since this upcoming release is important for us to get right, we've been taking extra time over the past few months to really get our ducks in a row.

However, now that summer is over, things are picking up again. The team has been working full-force on getting major milestones accomplished for the launch.

These aren't all of our upcoming features, but they will be fairly important to v5. Please bear in mind that we will be continuously updating the game after v5.

That said, this is the most groundbreaking feature coming to the next release. If you're wondering what the big deal is - well, let me explain by providing the following video:.

Angelscript will allow mappers to change almost every aspect of the game. It's possible to create game entities, implement new styles of gameplay, trigger events, process and control NPCs, and much more.

A set of official plugins will be provided, but you can write your own using Angelscript. While it will be experimental at launch, we will eventually be recommending Server Administrators switch over to this new toolset as we stabilize on functionality and features.

Sam joins the programming team after being an active beta tester for many years. His current primary role is technical lead for Angelscript.

I personally look forward to seeing what the community can do with these new found powers. NPCs can now be scaled during the game at any time.

The AI and the Half-Life engine have been updated to account for scaling of hitboxes, eye positions, collision hull sizes, effect locations, and more.

If you scale an NPC up, they'll be able to see over obstacles, move faster, and jump down from greater heights because they're giants.

If you scale an NPC down, they'll be able to get into smaller areas, find cover from shorter objects, and move slower because they're tiny.

Basically, scaling an NPC up or down has inherent advantages and disadvantages which will make for some interesting gameplay. We look forward to seeing what the community makes with it!

We've heard things loud and clear from the community. We're in the process of addressing difficulty levels with NPCs and Players. We've cut out the fat from the skill system and added a few new features in the process.

Half-Life's numerous skill values for each NPC made balancing a difficult task. Bubble Guppies Little Golden Book. Deadpool Playtime - Deadpool in Robe.

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