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    <title>Slasher Testing RSS Feed</title>
    <link><![CDATA[https://steamcommunity.com/groups/slashertesting]]></link>
    <description><![CDATA[Events and Announcements for Slasher Testing]]></description>
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    <item>
      <title>New build 26/7</title>
      <description>This is mostly to fix the masterserver issues, but a few other things included.&lt;br&gt;&lt;br&gt;Link in discussions.&lt;br&gt;&lt;br&gt;Changelog:&lt;br&gt;&lt;br&gt;- New master server IP&lt;br&gt;- Optionally master server can now be set in config.ini&lt;br&gt;- Relaxed parry turncap from 270 to 405, however shield block remains at 270 cap.&lt;br&gt;- Removed some of the really ugly shield variants&lt;br&gt;- Removed the javelin&lt;br&gt;- Removed release cutting (combo in successful release), the entire release now has to run out before a followup can begin. This makes timings more consistent.&lt;br&gt;- Temporarily removed release canceling (feint in successful release) since it would need a longer lockout. Parry in successful release still works.&lt;br&gt;- Reduced releases a little&lt;br&gt;- Relaxed attack turncaps by 45</description>
      <link><![CDATA[https://steamcommunity.com/groups/slashertesting/announcements/detail/781723662294583371]]></link>
      <pubDate>Mon, 27 Jul 2015 11:31:46 +0000</pubDate>
      <author>marox</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/slashertesting/announcements/detail/781723662294583371</guid>
    </item>
    <item>
      <title>New build 20/7</title>
      <description>Build link is in discussions.&lt;br&gt;&lt;br&gt;This is mostly to fix some ugly desyncs on higher pings and make the game more playable at those pings.&lt;br&gt;&lt;br&gt;NOTE: the EU server will update tomorrow most likely, the NA server is up to date. Keep the old build if you want to play on the EU server in the meantime, because it will kick you off on the new one.&lt;br&gt;&lt;br&gt;Known issues:&lt;br&gt;- Turncap may be too high now. This isn't an intentional change, but side effect of some fixes.&lt;br&gt;&lt;br&gt;Changelog:&lt;br&gt;&lt;br&gt;- Fixed some issues with mousecaps that caused them not to apply correctly&lt;br&gt;- Removed ping compensation for parry duration which backfired and made it harder to parry on higher pings&lt;br&gt;- Removed predictive animation playing for parries and clashes which made the sound/effect and anim appear desynced&lt;br&gt;- Fixed pit spawns</description>
      <link><![CDATA[https://steamcommunity.com/groups/slashertesting/announcements/detail/781723028207367531]]></link>
      <pubDate>Mon, 20 Jul 2015 20:20:05 +0000</pubDate>
      <author>marox</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/slashertesting/announcements/detail/781723028207367531</guid>
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    <item>
      <title>Feedback on input system used</title>
      <description>Answer poll here: &lt;a class=&quot;bb_link&quot; href=&quot;https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fwww.poll-maker.com%2Fpoll348940x9Cd94ADD-13&quot; target=&quot;_blank&quot; rel=&quot; noopener&quot; &gt;http://www.poll-maker.com/poll348940x9Cd94ADD-13&lt;/a&gt;&lt;br&gt;&lt;br&gt;Thanks</description>
      <link><![CDATA[https://steamcommunity.com/groups/slashertesting/announcements/detail/767084426751346586]]></link>
      <pubDate>Sun, 28 Jun 2015 13:08:00 +0000</pubDate>
      <author>marox</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/slashertesting/announcements/detail/767084426751346586</guid>
    </item>
    <item>
      <title>New build 21/6</title>
      <description>Known issues:&lt;br&gt;- Longswords are chrome, because they're being worked on.&lt;br&gt;- We fixed a major bug in Unity's PBR implementation and because of that our specular/roughness textures look wrong in some places. We're working on this.&lt;br&gt;&lt;br&gt;Changelog:&lt;br&gt;- 100ms attack lockout after feinting. This doesn't actually change the speed of post-feint attacks in any way, but it leaves some time for the animation.&lt;br&gt;- Parry-into-parry (more precisely any parry success after a parry success that is at most parry window apart) doesn't cost stamina. Parrying multiple attacks with the same parry also doesn't cost extra stamina. Neither of these apply to shields.&lt;br&gt;- Ripostes and chambers act like parries in windup.&lt;br&gt;- Increased forearm hitbox length so that it covers the hands too.&lt;br&gt;- Fixed pretty much all of the sounds not following the actual objects that produced them.&lt;br&gt;- Added playerdebug console command, to show current state and movement velocity.&lt;br&gt;- During attacks the head turning functionality turns off completely.&lt;br&gt;- Parrybox and parry detection works completely differently now from a technical standpoint using an angle-based approach (shouldn't change much in terms of gameplay).&lt;br&gt;- Chamberbox (not tied to weapon) now uses the parrybox and angle-based detection and is no longer a separate box.&lt;br&gt;- Slightly more lax clash period (minimum release progress from 30% to 25%).&lt;br&gt;- Adjustments to how spine bends, so that the lower spine bends more.&lt;br&gt;- Ripostes have been adjusted and now have 10% early release (normal attacks have 20%) and animate a bit more.&lt;br&gt;- Backswing high attacks no longer possible, because early release time is dynamic based on attack angle and mouse y and increases early release time by 10%, which is just enough to prevent them in all cases (fix suggested by sirloin).&lt;br&gt;- Feinting a chamber and doing an attack no longer conserves the chamber speedboost etc., it simply acts as a regular post-feint attack, with the windup penalties and all.&lt;br&gt;- Added godmode console command. To use type godmode true/false in console.&lt;br&gt;- Attacks continue to dismember past the first dismember based on chance rather than always.&lt;br&gt;- If an attack chambers another, but their angles differ by X degrees, then that angle difference is increased (by a factor of 1.5) once the chamber occurs. This allows you to vary angles during chambers instead of being locked to a specific angle. Generally requires 360 input for best effect.&lt;br&gt;- Some attack tracer fixes, might result in some extra range depending on weapon (the tracer sampling was cut just before the end of the weapon).&lt;br&gt;- Added VSync to config, 0 is disabled, 1 is one blank, 2 is two blanks. Default is 0.&lt;br&gt;- Shields can only riposte at most 100ms after a successful parry, after that it'll be a normal attack.&lt;br&gt;- Stab chamber window from 250ms to 200ms (other attacks remain 250ms).&lt;br&gt;- A stab chamber can now optionally perform a &amp;quot;combo&amp;quot; into a strike, but has to be done within 250ms of start of the attack or queued before. The easiest way to do it is to pre-queue the combo direction right after stabbing. The followup attack is considered a riposte for all intents and purposes.&lt;br&gt;- Reverted a change to 360 input from a few patches ago that &amp;quot;compressed&amp;quot; the angles from the mouse which made it easier to reach the highest/lowest attacks, but made it very hard to hit precise spots in between.&lt;br&gt;- Removed ranged damage nerf for hitting arms.&lt;br&gt;- Projectiles are now blocked by the block box when parrying. Still requires aiming like a parry. (Seems not to work well online?)&lt;br&gt;- Maps now receive parameters, currently supports the &amp;quot;a&amp;quot; parameter meaning activate. This is now used to toggle game modes in maps, for example ThePit?a=DM will be a deathmatch version of pit. Similarly, ThePit?a=SM will be a skirmish version, and ThePit?a=TDM will be a team deathmatch version.&lt;br&gt;- Reverted a certain &amp;quot;softness&amp;quot; animation effect we used in the past on all character animations. Since the animation clips are detailed now, it was only interfering and making them worse. Some animations that don't have detailed motion may become stiffer as a result, particularly parries and some emotes. Will be fixing these later.&lt;br&gt;- Tonemapping and eye adaptation.&lt;br&gt;- HDR skybox on Pit.&lt;br&gt;- Projectile stickies on arms are now hidden in 1P (like uppertorso and head were).&lt;br&gt;- Added a couple voiceover lines recorded by testers, four voices in total (Sir Loin, Demork, Teocyn, Madaxe) and removed the previous ones. The voice changes when you respawn.&lt;br&gt;- PBR adjustments all over the place.&lt;br&gt;- FoV now uses horizontal fov. The new fov cap is 140.&lt;br&gt;- New lowerbody run animation.</description>
      <link><![CDATA[https://steamcommunity.com/groups/slashertesting/announcements/detail/175986720204616017]]></link>
      <pubDate>Sun, 21 Jun 2015 15:07:43 +0000</pubDate>
      <author>marox</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/slashertesting/announcements/detail/175986720204616017</guid>
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    <item>
      <title>New build 3/6</title>
      <description>Build link in discussions.&lt;br&gt;Server may not be up to date right away, in that case you might get disconnected upon joining.&lt;br&gt;Pit is a work in progress currently, so please bear with us.&lt;br&gt;&lt;br&gt;Changelog:&lt;br&gt;- Removed the angle indicator from the crosshair.&lt;br&gt;- Pit got a rock job&lt;br&gt;- Kick cooldown now works differently. When you enter windup or release the cooldown goes to 1s. When you enter parry the cooldown goes to 0.7s. This rule means it is no longer possible to perform a combo into kick, after a parry, after a chamber, after a feint, etc.&lt;br&gt;- Entirety of windup will now have &amp;quot;quick movement acceleration&amp;quot; (previously only the first 400ms). This acceleration boosts backpedal speed to be same as forward walk speed (for footworking purposes where you dodge by queuing a windup) and makes it possible to reach top speed faster when sprinting.&lt;br&gt;- Release will no longer slow down speed.&lt;br&gt;- Missing will slow down speed (like release used to before).&lt;br&gt;- Weapons no longer use their own parry boxes in addition to the block box. Only the block box is used now. This makes parrying across different weapons work the same way and is more consistent.&lt;br&gt;- Team colors are now forced on both primary/secondary (because secondary colors currently do not work).&lt;br&gt;- Fixed maxragdolls to destroy the oldest ragdoll when limit is reached (was destroying newest)&lt;br&gt;- Fixed blood overlay effect not correctly turning on/off&lt;br&gt;- Post-feint windup increase raised to 350ms (was 200ms)&lt;br&gt;- Parry recovery raised to 550ms (was 500ms)&lt;br&gt;- Stabs no longer have early release (this gives them a lot more &amp;quot;useful&amp;quot; release, so easier hitting)&lt;br&gt;- Stabs instead add the same time that a normal attack spends in early release to their windup.&lt;br&gt;- More accurate footstep surface detection for sounds.&lt;br&gt;- Fixed a rather huge hit detection bug introduced a few patches back when the &amp;quot;depth perception magic&amp;quot; was added. If you looked up or down even a bit, your attack tracers would be somewhat desynced from where you saw your weapon. The most glaring example of this was trying to cut up ragdolls but missing, because they always required you to look down.&lt;br&gt;- Increased depth perception magic offset by 50% (from 0.2 offset to 0.3 offset). This is will help with missing more.&lt;br&gt;- Windup calculation changes: base windup is 400ms (was 375ms), windup increase per length unit is 25ms (was 30ms). This means the windup differences are lessened, to compensate for early release (which makes slower release weapons suffer more).&lt;br&gt;- Fixed jumping back/left which didn't move the player at all but locked him in place as if jumping while standing still.&lt;br&gt;- Knockback while jumping is now stronger (in reality it subsides slower, so you end up moving further).&lt;br&gt;- Knockback no longer forces a movement speed reset if it occurs during a jump.&lt;br&gt;- Miss recovery for kicks locks movement for 300ms (can be bypassed if you combo).&lt;br&gt;- Reduced jump height by 5%.&lt;br&gt;- Early release period is now 20% of release (was 25%). This might allow some backswings, but it was a bit too much restrictive before.&lt;br&gt;- Back/left/right jumps now have very little height, but move the player further. There's no specific animations for them yet.&lt;br&gt;- Some changes to the stationary jump animation and added a forward jump variation.&lt;br&gt;- New config variable &amp;quot;ParryAutoFeints&amp;quot; allows you to specify whether parry should be a FTP or just a regular parry. By default this is on (as it has been).&lt;br&gt;- Animation changes all over the place.&lt;br&gt;- Block box positioning adjustments, and made a bit thicker (towards the player, not outwards).&lt;br&gt;- Block/chamber detection is now prioritized over hitbox detection, meaning if a hit and parry happen at the same time, the parry is guaranteed to occur. It used to work like this a long time ago, but was changed to prevent backparries.</description>
      <link><![CDATA[https://steamcommunity.com/groups/slashertesting/announcements/detail/178236952228963928]]></link>
      <pubDate>Thu, 04 Jun 2015 11:38:22 +0000</pubDate>
      <author>marox</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/slashertesting/announcements/detail/178236952228963928</guid>
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    <item>
      <title>Playtest in 30 minutes</title>
      <description>Just a reminder for the scheduled playtest. We'd like to get as many as possible to test out team fights in this build.</description>
      <link><![CDATA[https://steamcommunity.com/groups/slashertesting/announcements/detail/178236516548269217]]></link>
      <pubDate>Sun, 31 May 2015 16:35:43 +0000</pubDate>
      <author>marox</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/slashertesting/announcements/detail/178236516548269217</guid>
    </item>
    <item>
      <title>New build 26/5</title>
      <description>Things to keep in mind this patch:&lt;br&gt;Because there is no more early clashing, first hit flinch is in full effect. This may be undesirable in facehug situations where both start the attack and hit at roughly the same time (but only the first will have their hit count). Long weapons should probably not attempt to clash fight at close range with short weapons, and short weapons should probably not attempt to clash fight at long distances with long weapons.&lt;br&gt;&lt;br&gt;Changelog:&lt;br&gt;- New blood particles.&lt;br&gt;- Sounds reworked and ported back into Unity sound (previously we were using Wwise). This means a lot of sounds completely changed.&lt;br&gt;- Equipment switching time from 1s to 0.9s, and less annoying switch animation.&lt;br&gt;- Kick range a little shorter now (was slightly longer than the leg).&lt;br&gt;- Release animations extended a little so they reach people on the far edges of the opposite side.&lt;br&gt;- Release animations are now boosted a little when they start, this gives the animations a bit more &amp;quot;kick&amp;quot;, but it also leaves more of the release animation in first person view, making manipulation/hitting easier.&lt;br&gt;- Air control reduced to 75% (so 25% of the initial direction always sticks)&lt;br&gt;- Increased max presets to 50&lt;br&gt;- Early release (no damage portion) is now percentage-of-release based rather than based on absolute time. This makes backswings impossible as they will simply clip through. Early release accounts for the first 25% of release.&lt;br&gt;- There is no more early clashing. Clashing is only possible after 30% of release has passed on both parties.&lt;br&gt;- Reduced collision bubble slightly.&lt;br&gt;- Ragdolls can now be repeatedly cut into smaller pieces. Weapon/attack restrictions on dismemberment still apply.&lt;br&gt;- Can now set ragdoll stay time and max ragdolls in config.ini.&lt;br&gt;- Player names now fixed and properly display.&lt;br&gt;- Picking up equipment will switch to it automatically.&lt;br&gt;- Easier to pick up equipment.&lt;br&gt;- Added some shaders to menu camera so character customization gets antialiased.&lt;br&gt;- Blur upon pressing ESC, and fixed in-game view losing image effects while in menu.&lt;br&gt;- Upgraded SMAA to a faster and better version.&lt;br&gt;- F12 now takes a 4x render size screenshot. This is mostly for making nice shots that are downsampled later, it's slow and it'll make a rather big image file.&lt;br&gt;- Optimized some image effects used for hit effects that were constantly enabled instead of being enabled only when needed.&lt;br&gt;- Crouch animations transition consistently regardless of what state player is in (previously was slow during movement and during attacks.) This also fixes the crouch spam bug which did strange things to the upper torso.</description>
      <link><![CDATA[https://steamcommunity.com/groups/slashertesting/announcements/detail/178236205176864701]]></link>
      <pubDate>Tue, 26 May 2015 20:10:40 +0000</pubDate>
      <author>marox</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/slashertesting/announcements/detail/178236205176864701</guid>
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    <item>
      <title>New build 15/5</title>
      <description>Link in discussions&lt;br&gt;&lt;br&gt;Changelog:&lt;br&gt;&lt;br&gt;- Characters reverted to correct sizes again.&lt;br&gt;- Hits that end up colliding with the world no longer drain stamina (only if it was a miss)&lt;br&gt;- Base movement speed reduced by 5%.&lt;br&gt;- Post-feint windup increase at 200ms (was 100ms).&lt;br&gt;- Feint lockout window from 150ms to 100ms.&lt;br&gt;- Fixed flip attack direction button not working.&lt;br&gt;- Kick colliders are now part of the leg rather than foot and extend towards the body more, making them more reliable (especially the phasing up close should not occur). The kick clash colliders were quite off and have been adjusted.&lt;br&gt;- Removed outline effect from FPS counter, chat and killfeed because it was causing FPS drops.&lt;br&gt;- Fixed character LOD rank calculation which was incorrect, and caused players/bots that were closest to the camera to play LODed/fewer frame animations sometimes.&lt;br&gt;- Huge performance improvements overall (mostly noticeable when lots of characters exist), especially for bots.&lt;br&gt;- Highpoly arms and hands body meshes in first person.&lt;br&gt;- Faster IK solver.&lt;br&gt;- Temporarily removed grounding foot IK.&lt;br&gt;- AddBots console command, adds specified number of bots in local play (e.g. addbots 50) -- maximum number of players/bots in total is 255 and more won't be added.&lt;br&gt;- Bots will now respawn.&lt;br&gt;- Knockback now resets movement to 0.&lt;br&gt;- Release cuts and release cancels become available after at least 150ms after the first hit (they will queue so not much changes).&lt;br&gt;- Weapon trace effect now only exists for the player in 1p, but not on anyone else.&lt;br&gt;- Bots now join other teams to spread themselves equally in team modes.&lt;br&gt;- Parried recovery increased from 200ms to 300ms.&lt;br&gt;- Fall damage adjustments.&lt;br&gt;- Bot navmesh on Field.</description>
      <link><![CDATA[https://steamcommunity.com/groups/slashertesting/announcements/detail/178235170019858510]]></link>
      <pubDate>Fri, 15 May 2015 12:22:41 +0000</pubDate>
      <author>marox</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/slashertesting/announcements/detail/178235170019858510</guid>
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    <item>
      <title>New build 9/5</title>
      <description>Link in discussions.&lt;br&gt;&lt;br&gt;Known issues:&lt;br&gt;- Some of the coloring functionality is broken (secondary colors don't work).&lt;br&gt;&lt;br&gt;Changelog:&lt;br&gt;- Texture quality is 2x what it used to be (armory quality was high before as well, so not much changed there).&lt;br&gt;- The broken loadout bug should be gone now.&lt;br&gt;- Switching from 1p to 3p is now instant.&lt;br&gt;- Shadows in 1p.&lt;br&gt;- Character building performance is vastly improved.&lt;br&gt;- Vastly reduced VRAM consumption by character textures.&lt;br&gt;- Constant character LOD rebuilding is no longer necessary, which was a major cause of stuttering.&lt;br&gt;- Fixed a memory leak related to characters that was introduced 2 patches ago or so. There's still another leak, but hasn't been fixed yet.&lt;br&gt;- Armors are now adjusted for clipping, if any of them still have clipping errors let us know (with the action/setup that causes the clipping).&lt;br&gt;- Character blood on characters &amp;amp; weapons no longer uses normal and specular maps, instead it uses fixed specular values and underlying normal maps.&lt;br&gt;- Weapon traces effect updated to look a little nicer.&lt;br&gt;- Made melee weapon traces (&amp;quot;blur&amp;quot;) optional, can be disabled in config.ini by toggling &amp;quot;MeleeWeaponTrace&amp;quot;&lt;br&gt;- You can now bind overhead/slash/undercut specifically in options.&lt;br&gt;- Reduced frontal bubble a little bit.&lt;br&gt;- Underwear replaced with more period accurate version.&lt;br&gt;- Plate gloves updated.&lt;br&gt;- Sword specular adjusted.&lt;br&gt;- Config variables for inverting angling X and Y: InvertAnglingX and InvertAnglingY&lt;br&gt;- Config variable for using movement key based attack angling rather than mouse angling: AngleWithMovement&lt;br&gt;- Kick stun duration from 1.1s to 1.2s&lt;br&gt;- Extra windup that is added to all stabs lowered from 0.1s to 0.075s&lt;br&gt;- Comboing no longer requires miss stamina, instead it just requires nonzero stamina.&lt;br&gt;- Kick turncap is more restrictive&lt;br&gt;- All windups reduced by 0.025s. So fastest windup (dagger strike) is now 0.375s.&lt;br&gt;- Only strikes trigger dismemberment.&lt;br&gt;- Only greatswords and (some) polearms can dismember torso and entire legs.&lt;br&gt;- Blunts and daggers can't dismember.&lt;br&gt;- Shortswords can only dismember forearms and head.&lt;br&gt;- Converted the weapon drawing animations to a new format, which makes them look more natural.&lt;br&gt;- Weapon switching time from 1.25s to 1s.&lt;br&gt;- Partial run from 125% walk speed to 132.5% walk speed (this is the initial sprint and is also the sprint level when attacking, the final sprint remains at 165% walk speed).&lt;br&gt;- Backpedal speed to 85% of walk forward speed (was 80%). This is less than the boost it got 2 patches or so back (that time it went to 90%).&lt;br&gt;- Minimum stab release to 0.4 (was 0.3) to make hitting with it easier due to early release portion.&lt;br&gt;- Cleaned up the equipment switching animations so that they flow better.&lt;br&gt;- Fixed the movement/mouse delay code which was causing some jerking because it was somewhat incorrect.&lt;br&gt;- Release yell plays at start of release, previously the sound was delayed by 100ms.&lt;br&gt;- Windups are much snappier. This includes the kick, which means it can be used to react to opponent's kick again.&lt;br&gt;- Changed how first person movement and weapon sway animations animate, so that they jerk less and are more stable overall.</description>
      <link><![CDATA[https://steamcommunity.com/groups/slashertesting/announcements/detail/178234680412273243]]></link>
      <pubDate>Sat, 09 May 2015 18:38:26 +0000</pubDate>
      <author>marox</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/slashertesting/announcements/detail/178234680412273243</guid>
    </item>
    <item>
      <title>New build 27/4</title>
      <description>Link in discussions, this time using mega&lt;br&gt;&lt;br&gt;Changelog:&lt;br&gt;&lt;br&gt;- Fixed credit for kills being assigned incorrectly&lt;br&gt;&lt;br&gt;- Removed the debug message that replaced showfps&lt;br&gt;&lt;br&gt;- Reduced windup increase per length increase factor, for reference previous long gs windup was 0.645, now it's 0.61&lt;br&gt;&lt;br&gt;- Reduced kick stun duration from 1.25s to 1.1s&lt;br&gt;&lt;br&gt;- Adjusted miss stamina cost&lt;br&gt;&lt;br&gt;- Alien slain&lt;br&gt;&lt;br&gt;- Crouch spine bending increased&lt;br&gt;&lt;br&gt;- Fixed some bugs related to Lua objects, LTS might work now.&lt;br&gt;&lt;br&gt;- Up/down angling on 360 is more sensitive to Y axis.&lt;br&gt;&lt;br&gt;- First person view is now pulled further back to force players to overcompensate for poor depth perception and make range feel &amp;quot;right&amp;quot;.&lt;br&gt;&lt;br&gt;- Fixed shield parry animation not dropping if the shield had a successful block and was lowered.</description>
      <link><![CDATA[https://steamcommunity.com/groups/slashertesting/announcements/detail/177107664920916350]]></link>
      <pubDate>Mon, 27 Apr 2015 15:51:51 +0000</pubDate>
      <author>marox</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/slashertesting/announcements/detail/177107664920916350</guid>
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