<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[BlackOpsFAF Balance and Patch Mod 2026]]></title><description><![CDATA[<p dir="auto"><strong>Friends! Robots! Spikey space socialists!</strong></p>
<p dir="auto">I have toiled, sweat, <em>guessed</em>, and variable-swapped my way through a variety of Blackops lua files, and am proud to present to you a LARGE number of bug fixes and balance changes for all three Blackops mods.</p>
<p dir="auto">Our GRB playgroup plays BlackOps pretty much exclusively, and this started as a balance patch for us. But then it contained a fix, and then another fix. And now it's more bugfix than balance, but it's all one mod, so I offer it to you all so that you may benefit from my efforts, but no I don't code regularly and i don't have time to pull them apart. We know Blackops pretty well tho and trust me. The balance is good.</p>
<p dir="auto"><strong>Version 3 adds:</strong></p>
<ul>
<li>UEF Seawolf weapon fix, xolves lag and restores AoE concussion torpedos</li>
<li>Nomads SMD now targets Satellites like the other factions.</li>
<li>Nomads Deadline Satellites now susceptible to the BlackOps method of SMD defense.</li>
<li>Nomads Bullfrog Experimental once again buildable.</li>
<li>Thx Zopto for the idea of upgrading Nomads and handing his code over to be included in this patch so that all the satellite changes are in one place. Look for his "Nomads Commander BlackOps" mod if you want to also update the Nomads to BlackOps ACUs levels of upgrade power.</li>
</ul>
<p dir="auto"><strong>HERE IS WHAT I BRING YOU AS OF VERSION 2:</strong></p>
<h1>A) BUG FIXES</h1>
<ul>
<li>AEON ACU HITBOX FIX -- Typo in Aeon ACU would make some weapons (esp beam weapons) sometimes pass through and not hit the ACU at some angles. Fixed.</li>
<li>AEON CHRONODAMPENER PARTICLE FIX -- No change to weapon, but particle wave from the EMP was going map-wide. Fixed</li>
<li>CYBRAN ACU with Mazer would bug out after riding in transport, and Mazer would not fire, or fire erratically. Fixed.</li>
<li>SERA ACU TML FIX - Used to build one missile, then allow unlimited firing on cooldown. Now properly decrements missile on launch.</li>
<li>SERA OVERCHARGE TREE FIX - Bonus overcharge damage never applied, OC always capped at 15k. Now adds appropriate bonus, maxing out at 15k + 18k for 32k total at max level. May nerf at some point, but those are BlackOps' numbers, they just didn't work. Now they do.</li>
<li>AEON T4 TEMPEST - was bugging out when taking fatal damage, and freezing instead of wrecking.</li>
<li>BLACKOPS DRONE FIXES -- Late 2025, the drone units of the Tempest, Goliath, and Yenzotha Hover Tank broke and would land immediately on spawn. I have managed to fix the Goliath and Yenzotha, though a bug eludes me with the Tempest and while they do dock, their anti air gun has broken somehow. Keeping it on a list to fix.</li>
<li>CRASH DAMAGE for BlackOps version of Czar and Citadel set to 7000 since FAF crash damage patch changes didin't reach these units.</li>
<li>UEF T4 Stellar Generator - Wasn't able to be built on wreckage, now it can. Thx Blackrobe for the heads up.</li>
</ul>
<h1>B) BALANCE</h1>
<p dir="auto"><strong>ACUS:</strong><br />
I have done a lot of sandbox testing to confirm what our group suspected about BlackOps ACUs. Please trust that these changes are rooted in a lot of testing specifically to test 1v1 scenarios, because they are.</p>
<ul>
<li>AEON ACU - Aeon was Best of the Best in BlackOps and in testing, won handily versus all other ACU in <em>any</em> situation we tried. First in raw damage, top tier range, on a beam weapon that never misses. Our change reduces damage, but actually buffs range at T3 to tie the UEF's gatling at max range, giving Aeon an identity where they can snipe and kite at max range, but other ACUS have a chance to out-DPS them if they can close into fire range now, which they never had before.</li>
<li>CYBRAN ACU - Conversely, Cybran was bottom of our testing on 1v1, with the least range, and surprisingly poor damage. Considering Mazer was the <em>original ACU death laz0r</em>, we couldn't in good conscience let this stand. And so Cybran Mazer has been given a big damage upgrade but is still the shortest range. Cybran has stealth OR movespeed upgrades though, so Cybran is the stalker murder hobo, and if they catch you, that's their ticket to fry you. You will fear the Mazer once again.</li>
<li>UEF ACU needed the least changes. They're already tanky, and they had a strong weapon in the chain gun. Being projectile based means the damage hits structures 100%, but it is super jukeable at long range by ACUs and units. That offsets a lot of potential damage in situations that matter though, so we gave them a small damage buff and they're now the strongest gun after Mazer. Long range, but as said, it's dodgeable at that range so Aeon should kite, and Cybran/Sera should choose their options carefully and take dance lessons.</li>
<li>SERA ACU: We loved the BlackOps Cybran speed buff so much we've given a portion of it to the big Emu  ACU. The (previously broken) Overcharge tree is not only fixed, but now adds 33% speed at T1 and 66% speed if you go up to T3. That's slower than the 100% max speed Cybran can take, but it gives them mobility to dodge ballistics better, and close on (or kite) Aeon and UEF. Arguably buys them more time vs Cybran before they die. Also enables faster hit and run TML strats!</li>
</ul>
<p dir="auto"><strong>T3 POINT DEFENSE</strong><br />
The other area the GRB crew felt needed balance was T3 PD. They were pretty wild across the table. Aeon was again gifted a PD bordering on OP, and Seraphim was given a total dud. While not as bad as the gap in ACUS, we made some tweaks.</p>
<ul>
<li>AEON Aria T3 PD - As stated, we felt it was too good. Second best range, best DPS, and it's a never-miss continuous un-jukeable beam. Same issues with the ACU. Since Aeon having range and beams is in flavor, the DPS needed a nerf to put it behind (shorter range, dodgeable) Ravagers and (shorter range, lower DPS) Manticores.</li>
<li>UTTUATHUUM Sera T3 PD - Long underpowered, it's gotten a damage buff so that while it still last place on direct damage, the buff also effects the AoE, and it is now actually very competitive against swarms of units, which is what its design always implied it was supposed to excel at.</li>
<li>CYBRAN MANTICORE AND UEF RAVAGERS: untouched. Ravagers are raw damage king but jukeable at range, and Manticore is decent, but has EMP to make up for it.</li>
</ul>
<h1>COMPLETELY NEW NOVAX COUNTERPLAY</h1>
<p dir="auto">Drunk with power, I have used my abilities to solve a conundrum introduced with BlackOps that will also appease Novax-haters alike:</p>
<ul>
<li>NOVAX can now be SHOT DOWN -- When BlackOps added its Artemis Nuke Satellite (Aeon) it also patched SMD buildings to not only shoot the projectile, but actually wreck the satellite with non-missile-consuming rockets, like some sort of orbital layer SAM.</li>
</ul>
<p dir="auto">Weird solution, but NEAT. It really bothered us though that mechanically, you could shoot the Artemis down <em>but not the Novax</em>.  <strong>So we fixed it!</strong> Novax can be shot down with roughly 28 seconds of the same <em>non-missile consuming</em> SMD fire. To give an idea what that looks like; Novax can easily take down several unshielded SMD before it dies, but a shielded SMD is suddenly a real defense, and necessitates bringing multiple satellites, meaning Novax is now generally more about map control and less about cracking core bases. That said, even with two shielded SMD defending a location, 4 or 5 Novax can usually still last long enough to punch through shields and snipe a building (or ACU?), so they can still target high profile targets, they just won't level the whole base place uncontested if there's still an SMD standing.</p>
<h1>TELEPORT BALANCE DEETS:</h1>
<p dir="auto">This is the balance fix that started it all for us.</p>
<p dir="auto">Personally, I find the built-in BlackOps TP upgrade brutally OP, and our meta found that a rushed Teleport with a weapon upgrade could start crossing the map in 10 or 12 minutes in some team games, and if you were first to get there, within seconds of your TP going live, you could assassinate multiple ACUS. Seriously, if you haven't tried it, run a BlackOps game without this patch and rush Teleport and Chain gun with Seraphim ACU.</p>
<p dir="auto"><strong>Our balance attempts to do the following;</strong></p>
<ul>
<li>make first TP a little harder and slower to pull off</li>
<li>makes the fact that a player is attempting that route easier to scout the infrastructure they need.</li>
<li>Makes the time spend channeling tele that is slower than BlackOps but still faster than vanilla in order to give more counterplay and produce more risk of failed escapes.</li>
<li>Still rewards fully upgraded BlackOps ACUS as a legitimate game end option (Which is still one of the hardest strats to counter).</li>
</ul>
<p dir="auto"><strong>What we changed:</strong></p>
<ul>
<li>First, we increased TP time to just short of 15 seconds (math.) BlackOps on it's own lets you flash around with barely any limits. 15 seconds gives you lots of time to eat bombs or colossus fire if you made a mistake.</li>
<li>Second, you need energy storage. 100,000 energy storage to be allowed to Teleport. This means you have to spam storage buildings <em>somewhere</em>, and that has two effects; The first is that someone can scout that you are building a lot of storage, and they can know you may be going TP route. The second is that sniping that storage stops teleporting until you can build more, because prior to this, once an ACU hit complete teleport, they could go anywhere in 3 seconds and then go again and you really couldn't stop them if they had some RAS.</li>
<li>Lastly, we buffed the range covered by anti-Teleport towers. T2 were ridiculously small, T3 not as bad, but we increased both. The intent is to allow a handful of T2 to cover a moderate size base, or let one tower cover a mass expansion such that an assault has to come from outside a shield. T3 tower covers much more area, but  offer a tradeoff -- more area, but a moderately increased death nuke makes it a juicy snipe target, much like nuke silos, T2/T3 power, or paragons. Also, very large power cost prevents simply spamming them everywhere. The choice should be multiple T2 towers, or one or two T3.</li>
</ul>
<p dir="auto"><strong>For the number crunchers:</strong></p>
<p dir="auto">Teleport ACU Upgrade costs: unchanged<br />
Teleport Energy required to start teleport: 100k in storage<br />
Teleport channel time: ~13 seconds<br />
Teleport distance: remains unlimited*</p>
<p dir="auto">(TP distance limit can be introduced with the addition of "MaxTeleRange = n" value under Defense in ACU blueprint)</p>
<p dir="auto"><strong>T2 Anti-Teleport Towers (All factions)</strong></p>
<p dir="auto">Range increased from 20 to 30<br />
Energy upkeep raised to 750<br />
Volatile 'Deathnuke' damage unchanged</p>
<p dir="auto"><strong>T3 Anti-Teleport Towers (All factions)</strong></p>
<p dir="auto">Range increased from 56 to 65<br />
Energy upkeep raised to 5000 (damn right)<br />
Volatile 'Deathnuke' damage increased significantly to 8000*<br />
Deathnuke range increased significantly to 8*</p>
<h1>DENOUEMENT</h1>
<p dir="auto">I'll end this by saying that I did this for us, but I hope others find that this patch helps them enjoy Blackops, and maybe you'll even come to like our balance changes.</p>
<p dir="auto">A couple things i need to get out there:</p>
<ul>
<li>If you know of a bug, <em>I AM NOT A PROFESSIONAL CODER</em> but please tell me what you find anyways. If there's a chance I can figure it out, I will give it a shot when I have time. Details or tips to reporduce are always good.</li>
<li>If you have a tooltip that needs changing or a place where they mispelled something, tell me but please don't get upset if I give it a pass. I am more interested in gameplay and keeping this mod working for myself and our friends, but maybe i'll find the time.</li>
<li>If you don't like my balance, or want the files split, or think the shields should have 3x the hitpoints: Good news. I figured out how to mod the changes I wanted to see, and you can too. <img src="https://forum.faforever.com/assets/plugins/nodebb-plugin-emoji/emoji/android/1f604.png?v=30176cb40ac" class="not-responsive emoji emoji-android emoji--smile" style="height:23px;width:auto;vertical-align:middle" title=":D" alt="😄" /></li>
</ul>
<p dir="auto">That said, if Uveso or anyone that gets rights to maintain BlackOps wants to steal what I've done, I'm game. It's probably very clunky, but all I'm here for is trying to make the BlackOps mod operable in the face of FAF patches that sometimes <em>change</em> things.</p>
<p dir="auto">And as always, Giant Robot Battles on Friday is always looking for the right personable, non-asshole, beer-league-level BlackOps lover to join, so you can always DM me if you're free Friday nights and looking for a group.</p>
]]></description><link>https://forum.faforever.com/topic/10009/blackopsfaf-balance-and-patch-mod-2026</link><generator>RSS for Node</generator><lastBuildDate>Wed, 03 Jun 2026 23:51:55 GMT</lastBuildDate><atom:link href="https://forum.faforever.com/topic/10009.rss" rel="self" type="application/rss+xml"/><pubDate>Fri, 27 Mar 2026 04:29:11 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to BlackOpsFAF Balance and Patch Mod 2026 on Sun, 10 May 2026 11:59:46 GMT]]></title><description><![CDATA[<p dir="auto">Ha! I found a kindred soul! I just uploaded some of my own small Blackops changes to the vault, to play with my friends and thought why not go and see what's new on the formus. heh <img src="https://forum.faforever.com/assets/plugins/nodebb-plugin-emoji/emoji/android/1f604.png?v=30176cb40ac" class="not-responsive emoji emoji-android emoji--smile" style="height:23px;width:auto;vertical-align:middle" title=":D" alt="😄" /><br />
Uhm, do you mind if I incoporate your changes into my own stuff? Especially the bugfixes. but also the balance changes, they look reasonable enough. but I am not intrested in the nomads parts. I'll obviously make sure to credit you and the others.</p>
]]></description><link>https://forum.faforever.com/post/73048</link><guid isPermaLink="true">https://forum.faforever.com/post/73048</guid><dc:creator><![CDATA[Punzler]]></dc:creator><pubDate>Sun, 10 May 2026 11:59:46 GMT</pubDate></item><item><title><![CDATA[Reply to BlackOpsFAF Balance and Patch Mod 2026 on Sat, 25 Apr 2026 01:22:30 GMT]]></title><description><![CDATA[<p dir="auto">New stuff in V3:</p>
<ul>
<li>Fixed the Seawolf as mentioned, and in doing so reinstated the concussion torpedo -  medium AoE torpedo that can hit hover units.</li>
<li>Nomads stuff! Extended the Blackops SMD-kills-satellites to include Nomad Deadline Satellite (and enable Nomad SMD to Shoot down Artemis and Novax satellites).</li>
<li>Also Nomads: Bullfrog Experimental Tank back on the construct list.</li>
</ul>
<p dir="auto">We're playing with Zopto's "Nomads Commander BlackOps" mod, and that paired with this actually make Nomads a faction that can contend in BlackOps games. (Could still use a bit of love, but it's a start!)</p>
]]></description><link>https://forum.faforever.com/post/72888</link><guid isPermaLink="true">https://forum.faforever.com/post/72888</guid><dc:creator><![CDATA[Doompants]]></dc:creator><pubDate>Sat, 25 Apr 2026 01:22:30 GMT</pubDate></item><item><title><![CDATA[Reply to BlackOpsFAF Balance and Patch Mod 2026 on Fri, 24 Apr 2026 04:51:11 GMT]]></title><description><![CDATA[<p dir="auto">Everything I fixed or balanced is in the readme. There was nothing to do with T2 arty at all. I'll try to give it a quick look into it tomorrow after work tho. Who knows what weird shit I may have done. Hahah.</p>
<p dir="auto">I have a version 3 I'm going to try to get done for tomorrow too. I not only fixed that Seawolf bug, but I reinstated their concussion torpedos so they work properly now with an AoE that matches the blast projectile. Can hit hover units too. Super stoked.</p>
]]></description><link>https://forum.faforever.com/post/72880</link><guid isPermaLink="true">https://forum.faforever.com/post/72880</guid><dc:creator><![CDATA[Doompants]]></dc:creator><pubDate>Fri, 24 Apr 2026 04:51:11 GMT</pubDate></item><item><title><![CDATA[Reply to BlackOpsFAF Balance and Patch Mod 2026 on Mon, 20 Apr 2026 12:52:29 GMT]]></title><description><![CDATA[<h6>Hey Doompants,</h6>
<p dir="auto">Did you touch artilleries in any way?<br />
The mod '1.5x T2 Artillery Range, 75% cost' conflicts with yours resulting the game getting stuck during loading.<br />
Yet that mod is a simple script changing only a few values dynamically:</p>
<pre><code>LOG('[Blueprints.lua Line number 1 inside mod is line '..debug.getinfo(1).currentline..'] after hooking blueprints.lua!') -- printig the real line number after hooking

local OldModBlueprints = ModBlueprints

function ModBlueprints(all_blueprints)
	OldModBlueprints(all_blueprints)

	for id,bp in all_blueprints.Unit do

		-- build Category Array for faster access like "Categories.LAND" or "Categories.EXPERIMENTAL"
		local Categories = {}
		for _, cat in bp.Categories do
			Categories[cat] = true
		end
		
		if Categories.TECH2 and Categories.STRUCTURE and Categories.ARTILLERY then

			if bp.Economy.BuildCostMass then
				bp.Economy.BuildCostMass = bp.Economy.BuildCostMass * 0.75
			end
			
			if bp.Weapon then
                -- Loop over all Weapons
                for _,weapon in bp.Weapon do

					if weapon.MaxRadius then
						weapon.MaxRadius = weapon.MaxRadius * 1.75
					end
					if weapon.MuzzleVelocity then
						weapon.MuzzleVelocity  = weapon.MuzzleVelocity  * 1.25
					end
					if weapon.ProjectileLifetimeUsesMultiplier then
						weapon.ProjectileLifetimeUsesMultiplier = weapon.ProjectileLifetimeUsesMultiplier * 2
					end
				end
			end
		end
	end 
end 

</code></pre>
]]></description><link>https://forum.faforever.com/post/72829</link><guid isPermaLink="true">https://forum.faforever.com/post/72829</guid><dc:creator><![CDATA[Szasz]]></dc:creator><pubDate>Mon, 20 Apr 2026 12:52:29 GMT</pubDate></item><item><title><![CDATA[Reply to BlackOpsFAF Balance and Patch Mod 2026 on Wed, 08 Apr 2026 13:31:09 GMT]]></title><link>https://forum.faforever.com/post/72669</link><guid isPermaLink="true">https://forum.faforever.com/post/72669</guid><dc:creator><![CDATA[Szasz]]></dc:creator><pubDate>Wed, 08 Apr 2026 13:31:09 GMT</pubDate></item><item><title><![CDATA[Reply to BlackOpsFAF Balance and Patch Mod 2026 on Mon, 30 Mar 2026 17:25:54 GMT]]></title><description><![CDATA[<p dir="auto">Cool, well if you try the TP balance, let me know what you think. I think it's still very powerful offensively due to the strength of upgraded ACUS in BlackOps, but it's a little bit harder to rush, and a little easier to see coming if people actually scout, and the longer channel time is not as long as vanilla, but we've definitely had people overstay and die trying to get out, (or super-clutch escapes) which just doesn't happen in unbalanced BlackOps. Also the range on T2 and T3 Anti-TP towers are a lot bigger.</p>
]]></description><link>https://forum.faforever.com/post/72473</link><guid isPermaLink="true">https://forum.faforever.com/post/72473</guid><dc:creator><![CDATA[Doompants]]></dc:creator><pubDate>Mon, 30 Mar 2026 17:25:54 GMT</pubDate></item><item><title><![CDATA[Reply to BlackOpsFAF Balance and Patch Mod 2026 on Mon, 30 Mar 2026 02:58:35 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/doompants" aria-label="Profile: Doompants">@<bdi>Doompants</bdi></a> Oh yeah we absolutely have a set of house rules regarding the teleporting. We banned offensive teleporting but still allowed defensive teleportation for the purposes of running away or base defense. That's what ended up satisfying the most people and worked as a decent compromise.</p>
]]></description><link>https://forum.faforever.com/post/72460</link><guid isPermaLink="true">https://forum.faforever.com/post/72460</guid><dc:creator><![CDATA[Zopto]]></dc:creator><pubDate>Mon, 30 Mar 2026 02:58:35 GMT</pubDate></item><item><title><![CDATA[Reply to BlackOpsFAF Balance and Patch Mod 2026 on Sun, 29 Mar 2026 04:41:20 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/zopto" aria-label="Profile: Zopto">@<bdi>Zopto</bdi></a> Wow. We hadn't noticed the Inquisitor bug. That sounds gross. lol.</p>
<p dir="auto">I dove deep on these fixes because I had two weeks off and my wife did not. I can't promise I'll be an ongoing champion for this, now that I'm back to work because life is pretty busy, but I thank you for posting. I will take a look.</p>
<p dir="auto">Gamebreaking stuff like the Inquisitor I'm certainly a lot more willing to spend my time trying to get working. Unit descriptions, not as much, but with your level of detail, if it can be a quick fix, it may get done.</p>
<p dir="auto">Tell me though -- did your friends just play house rules with Blackops Teleporting? I'm not crazy right? It's fun, but it's pretty dang OP. I wonder sometimes why it doesn't overtake the mod on 20x20+ maps.</p>
]]></description><link>https://forum.faforever.com/post/72450</link><guid isPermaLink="true">https://forum.faforever.com/post/72450</guid><dc:creator><![CDATA[Doompants]]></dc:creator><pubDate>Sun, 29 Mar 2026 04:41:20 GMT</pubDate></item><item><title><![CDATA[Reply to BlackOpsFAF Balance and Patch Mod 2026 on Sun, 29 Mar 2026 01:56:58 GMT]]></title><description><![CDATA[<p dir="auto">Your mention of air staging reminds me that blackops' air stagings repair slowly and cost mass to repair, while FAF's air stagings repair for only energy and do it quickly. Would be nice to bring to parity.</p>
]]></description><link>https://forum.faforever.com/post/72449</link><guid isPermaLink="true">https://forum.faforever.com/post/72449</guid><dc:creator><![CDATA[Nomander]]></dc:creator><pubDate>Sun, 29 Mar 2026 01:56:58 GMT</pubDate></item><item><title><![CDATA[Reply to BlackOpsFAF Balance and Patch Mod 2026 on Sat, 28 Mar 2026 16:24:13 GMT]]></title><description><![CDATA[<p dir="auto">I'm not sure how much I can express my thanks for this. This is exactly the mod my playgroup needed! I was thinking of doing something similar myself, but you swooped in and made the teleport changes yourself and fixed a bunch of bugs! Also made a bunch of much-needed balance changes (I know the pain of the aeon beams &amp; teleporting coms first hand lmao).</p>
<p dir="auto">If you want some stuff that could be changed in blackops, I've compiled a small list over the years of using the mod:</p>
<ul>
<li>The Manticore doesn't display its DPS, and says "Defense". This can be fixed by changing the WeaponCategory to 'Direct Fire' instead of 'Defense'.</li>
<li>The Aria is in the wrong category; it's filtered under the Strategic section instead of the Defense section. This can be fixed by changing the 'SORTSTRATEGIC' category to 'SORTDEFENSE'.</li>
<li>With the Seraphim T3 Advanced Airstaging Facility, specifically the attack drones (BSA0001) it spawns, they do not have a strategic icon. This can be fixed by giving it the "StrategicIconName" tag along with some icon. I would recommend giving it the same icon that the other blackops drones have, which is 'icon_gunship1_directfire'. (Maybe also make then un-selectable? Though that's more opinionated)</li>
<li>Due to recent FAF patches, the Aeon Inquisitor Experimental Siege Bot has become bugged; it spawns it's projectiles in the ground, causing them to explode instantly, rather than spawning them in the air and having them fall. This has made the unit extremely powerful, as it can bypass shields and hit units beneath them (ideally, just take out the shield generator so the rest of your army doesn't have to deal with it). Unfortunately, I don't know how to fix this one, but I'd figure I'd bring it up if you knew how.</li>
</ul>
<p dir="auto">I'm pretty sure I have more in the depths of my mind, but these are the ones that come up first. And once again, I can't express my thanks enough for making the mod in the first place.</p>
]]></description><link>https://forum.faforever.com/post/72438</link><guid isPermaLink="true">https://forum.faforever.com/post/72438</guid><dc:creator><![CDATA[Zopto]]></dc:creator><pubDate>Sat, 28 Mar 2026 16:24:13 GMT</pubDate></item></channel></rss>