Pre-release patch notes + Launch Price: $4.79
[p]Noobs Are Coming releases on July 15!
So many great things are happening ahead of the release! Tons of new players are joining, and content creators are already making amazing videos and streams on Noobs Are Coming. Huge thanks to everyone for being a part of it! I can't wait to release the game :)[/p][p][/p][p]The game will cost $4.79 at launch, instead of $7.99 thanks to the 40% launch discount![/p][p]
[dynamiclink][/dynamiclink]Discord | PRESSKIT
A lot of updates and enhancements have been made over the past few months, directly based on player feedback on the private beta (on Discord). Many thanks to all the beta-testers![/p][p][/p][p]Early Access (Prerelease) - Update 2.2 - (15 July 2025) [/p]
So many great things are happening ahead of the release! Tons of new players are joining, and content creators are already making amazing videos and streams on Noobs Are Coming. Huge thanks to everyone for being a part of it! I can't wait to release the game :)[/p][p][/p][p]The game will cost $4.79 at launch, instead of $7.99 thanks to the 40% launch discount![/p][p]
[dynamiclink][/dynamiclink]Discord | PRESSKIT
A lot of updates and enhancements have been made over the past few months, directly based on player feedback on the private beta (on Discord). Many thanks to all the beta-testers![/p][p][/p][p]Early Access (Prerelease) - Update 2.2 - (15 July 2025) [/p]
- [p]Changed the order the content is unlocked[/p]
- [p]Boomperor Character: now take max 4 Damage Per Hit[/p]
- [p]Boomperor Character: 15 HP Max at Start[/p]
- [p]Castlecap Character: now starts with +20% Armor (and thanks to the +2% Damage per +1% Armor, it means it also starts with +40% Damage)[/p]
- [p]Castlecap Character: +3 Amount[/p]
- [p]NoLife Hero Bossfight: shoots projectile when bouncing off walls in Rolling Ball mode[/p]
- [p]Stacknoob Hero Bossfight: shoots projectile while dashing[/p]
- [p]Spammers Item: Unique => Limited to 2[/p]
- [p]Many Eyes Item: +7 Range => +10 Range[/p]
- [p]Improved community quests menu[/p]
- [p]Many other little balancing tweaks[/p]
- [p]Lot of balancing tweaks[/p]
- [p]The game is now harder[/p]
- [p]Added a “Retry Failed Waves” option[/p]
- [p]Co-op: Added a “Split Souls” option so all picked souls are shared equally between players[/p]
- [p]Added a “Secret” Menu but sssh it’s a secret (this feature is only available in the Full Game)[/p]
- [p](Added secrets to the Secrets Menu)[/p]
- [p]Difficulty 5: enemy now have higher speed[/p]
- [p]Many enemies do more damages[/p]
- [p]New Hero bossfights (Including a NoLife hero boss)[/p]
- [p]Changed several waves[/p]
- [p]Blue masked enemy type now drops an explosive when it dies[/p]
- [p]Increased the subtle Knockback that is applied on near enemies when the player kicks something[/p]
- [p]Nerfed Items providing Amount stat: some of them are now limited/unique item - this way it’s just harder to reach high amount stat values while it doesn’t impact reaching lower amount stat - values[/p]
- [p]Improved the sound design (lowered the volume of some effects that were too loud such as Blocking a noob spawn or Plant Minions)[/p]
- [p]The difficulties are now faster to unlock[/p]
- [p]New Title Logo[/p]
- [p]Enemy projectiles are now displayed above everything else[/p]
- [p]Frog Enemy: now shoots projectiles when landing after a jump[/p]
- [p]Added Vortex Animated Background during Level Uprade Choice/Chest phase[/p]
- [p]Many balancing tweaks[/p]
- [p]The SFX of some enemies were too loud[/p]
- [p]Ore of Souls: more HP (longer to destroy)[/p]
- [p]Soul Portal: increased the duration of the period during which the player can pickup sould even if they’re being slurped by the portal[/p]
- [p]Removed the info about Steam Remote Play Audio issue as it is now fixed[/p]
- [p]Fix issue with some translation[/p]
- [p]Bugfix: fix rounding issues that could happen on displayed Crit Chance for an Attack[/p]
- [p]Bugfix: Noob could bark several text bubbles at the same time[/p]
- [p]Bugfix: fix issues related to changing the value of the Music Volume slider[/p]
- [p]Cat: removed vampire wand from start attacks[/p]
- [p]Bugfix: Steam Remote Play Together: the joiner players didn't have the audio of the game (only the host player had the audio working)[/p]
- [p]Bugfix: Status Effect like Burn or Poison had a rounding issue (ex: "3.0000002 seconds")[/p]
- [p]Bugfix: Ores of Souls were considered as Noobs (os they barked and could be affected by some effects that didn’t make sense)[/p]
- [p]Improved russian translations[/p]
- [p]Implemented Steam Cloud Save[/p]
- [p]Singleplayer UI: Level Up Upgrade Phase and Chest Pickup Phase UI now display the items and attacks inventories (useful to check the scaling of current equipped attacks for example)[/p]
- [p]Many Balancing tweaks[/p]
- [p]Balancing: nerfed Life Steal in various ways (lower values gained from items)[/p]
- [p]Balancing: nerfed Knockback in various ways (lower values gained, higher item rarity, lower max applied value)[/p]
- [p]Balancing: too much items enhancing HP Max were put in the Demo, this means it was easier to get a lot of HP and to survive in the Demo due to higher ratio of items providing HP[/p]
- [p]Added a subtle duration during which the player can still pickup Souls even if they’re slurped by the Soul Portal[/p]
- [p]Tooltips for attacks now include the tier level next to the name, improving accessibility for players with colorblindness.[/p]
- [p]Fine tuned the color of some weapons to improve the visibility[/p]
- [p]Balancing: Ballista don’t double their projectiles based on amount anymore (only number of ballistas scales with amount)[/p]
- [p]Twin Attack: now correctly attacks in the direction of enemies instead of player[/p]
- [p]If Player HP is Full and HP Max > 20, the player can’t be one-shot[/p]
- [p]Bugfix: Steam Achievements could trigger several times[/p]
- [p]Bugfix: a specific achievement requiring to reroll 10 times in a single shop was broken[/p]
- [p]Bugfix: Longnek head disappeared after losing some Amount stat[/p]
- [p]Bugfix: in-game achievement pop up could be displayed below other UI elements while it should always be above everything else[/p]
- [p]Potential Bugfix for a rare bug happening in Multiplayer shop where player2 Shop sections wasn’t displayed at all[/p]
- [p]6 NEW HEROES BOSSFIGHTS (some will be secret at launch)[/p]
- [p]Lots of Balancing[/p]
- [p]Kickable Rework: Spikeballs are now much more fun to play, as they automatically move towards nearest enemy when kicked (synergyse extremely well with Minions)[/p]
- [p]Minions should now be funnier to play and more powerful[/p]
- [p]Balancing: Kickable Buff[/p]
- [p]Balancing: Minion Buff[/p]
- [p]Progress/Achievements: unlocking a new difficulty now require to win the previous difficulty with 3 characters instead of 5[/p]
- [p]Steam Achievements are implemented.[/p]
- [p]Massively improved the Sound Design[/p]
- [p]There's now real progress tracking in the beta, so you can unlock content as you play. (before everything was unlocked for easier testing)[/p]
- [p]For now, in the beta, there’s still an option to toggle everything unlocked—this lets you try out all characters quickly for easier testing or reviewing. However, if you enable it, your best scores won’t be saved and Steam Achievements won’t be unlocked.[/p]
- [p]This option will be removed in a few days or weeks. It's just a temporary feature to help content creators to showcase the features and also for anyone who wants to help test all the content to make sure it’s balanced and bug-free[/p]
- [p]Heroes (Bossfights) are now more powerful[/p]
- [p]It is now impossible to fight the same Hero/Bossfight two times in a row[/p]
- [p]Bugfix: Overboy’s character ability to merge other character had a bug if a new run was restarted before a choice was made[/p]
- [p]Bugfix: Wormator bodypart sprite wasn't assigned[/p]
- [p]Bugfix: Centilegs legs weren't visible[/p]
- [p]Bugfix: Mom didn't spawn its Minime correctly[/p]
- [p]Balancing Tweaks[/p]
- [p]Improved some sprites[/p]
- [p]Improve visual clarity by making small tweaks to the background, and keep only the best background skins, as some didn't meet the visual quality I wanted.[/p]
- [p]Remove Some WIP Attacks that were included by mistake (Twin, Turret Doppel)[/p]
- [p]Bugfix: Mom with certain Minions like Bonecrushers could create a game breaking bug[/p]
- [p]Bugfix: some test yellow item like Invulnerable could appear once you won on D5 with a character[/p]
- [p]Performance: A lot of optimisations[/p]
- [p]Polished/remade many sprites[/p]
- [p]Lots of balancing tweaks[/p]
- [p]Chained Ball is now an upgradable Attack[/p]
- [p]It is now possible to find Pickup Range as free level up stat upgrades[/p]
- [p]Bugfix: Explosive Decoy didn’t move if they weren’t enemies closed to them[/p]
- [p]Bugfixx: P (Photo mode) correctly disabled HUD and Music but didn't restore Music when pressed again[/p]
- [p]Fix translation issue[/p]
- [p]Charmed Enemies’s projectiles and telegraph are now blue so the player understand it will damage other enemies and not the player[/p]
- [p]Bugfix: If the player has several Overdisks equipped, they aren’t stacked anymore at the beginning of a wave[/p]
- [p]NEW MAP SKINS[/p]
- [p]Visual enhancements to the Room (better lighting)[/p]
- [p]UX: Multiplayer Shop: Improved Menu Navigation[/p]
- [p]Slightly nerfed Knockback and lower the hardest effective value applied on a hit unit[/p]
- [p]Bugfix: last update broke Critical Hit and LifeSteal in many situations[/p]
- [p]Bugfix : Multiplayer Shop: a recent update broke the visual feedback for locking an item (locked icon)[/p]
- [p]Bugfix: Multiplayer: a recent update broke the end run screen[/p]
- [p]Bugfix: Multiplayer: if a previous run was ended during the shop phase, it could create issue in the shop phase of a next multiplayer run[/p]
- [p]Bugfix: the same upgrade for an Upgradable attack could appear twice in a shop[/p]
- [p]Bugfix: last update introduced a game-breaking bug with Punching Dummy Turret[/p]
- [p]Bugfix: Attack Orbit Speed was capped to a too low value last update[/p]
- [p]Bugfix: disabling Screenshakes or setting a volume slider setting to 0 failed to load properly after a game reboot[/p]
- [p]New SFX for Chest Pickup (more rewarding, stands out more)[/p]
- [p]SFX: changed Laser Eye SFX to use the same as the water laser (bubble sfx) as an experiment[/p]
- [p]Fixed translation issues
[/p]
- [p]NEW CHARACTER: Nosferastik[/p]
- [p]NEW CHARACTER: Highroller[/p]
- [p]NEW CHARACTER: Pandark[/p]
- [p]NEW CHARACTER: Yokai[/p]
- [p]Full Rework on the RNG for Attacks in Shop, after a LOT of experiments those past days, I think I finally found a system that is the right balance between finding items coherent with players build and still allowing “Attack” discovery. The Game has so many attack/playstyle variety (even more of the Full Version), that it was pretty hard to do right![/p]
- [p]Many balancing[/p]
- [p]UX: End Screen now automatically selects the Restart Button on entered[/p]
- [p]Bugfix: rounding issue on status effect duration[/p]
- [p]Many minor fixes and improvements[/p]
- [p]Bugfix: Fire Bow could cause many units to freeze with LifeSteal value positive or negative[/p]
- [p]Punching Dummy Turret: now displayed the correct info stat about the attack[/p]
- [p]Status Effect (like Burn) can’t trigger Life Steal anymore[/p]
- [p]Status Effect can’t do Critical Hits anymore[/p]
- [p]Bugfix: Wraithshot item was bugged if Luck Stat was positive or negative[/p]
- [p]Bugfix: displayed duration of Status Effect (Burn, Poison) was “undefined”[/p]
- [p]Bugfix: Minime + Overdisk was softlocking the game[/p]
- [p]Fine-tuned the Stat List UI to avoid visual issues in edge cases (example: in French, “Armor” getting outside the list when an other stat took several lines due to reaching a maximum value like “Critical Hit” > 100)[/p]
- [p]Capped Amount stat to 20 max[/p]
- [p]Other minor fixes and improvements[/p]
- [p]Improved some icons[/p]
- [p]MANY NEW ITEMS, some with new unique effects[/p]
- [p]Reworked all synergies bonus, added missing bonus for most of the attack types[/p]
- [p]A lot of balancing tweaks: modified 40+ existing items, + many Level Rewards[/p]
- [p]Reworked many waves[/p]
- [p]Modified many other numerical values (drop chance for pickups, for example)[/p]
- [p]Improved Shop ATK RNG (changes in previous update weren’t that good after all)[/p]
- [p]Soul Portal: 30% => 50% uncollected souls are converted to x2 next wave[/p]
- [p]Inflation is smaller and starts later (wave 10 or 15 depending on difficulty)[/p]
- [p]Reduced enemy death SFX[/p]
- [p]Fixed some translation issues[/p]
- [p]Many little fixes[/p]
- [p]9 NEW ITEMS[/p]
- [p]NEW ENEMY: “Boo Rogue”, very fast rogue but stop when the player look at him (spawn at wave 16)[/p]
- [p]The current difficulty is now indicated next to the wave count during the waves[/p]
- [p]Wave 20: very few enemies were spawning during the second half of the wave, due to typos in numerical values, wave 20 was completely reworked[/p]
- [p]Changed the balancing of some other waves[/p]
- [p]UX: clicking an item in your inventory in Shop now automatically select the Go Button[/p]
- [p]UX: clicking an item in your inventory in Pause Menu now automatically select the Resume Button[/p]
- [p]Shop: improved the RNG for Attacks picking[/p]
- [p]Several balancing changes[/p]
- [p]Balancing Change: there are now more Items giving HP and they have a bit more chance to appear in Shop[/p]
- [p]StackNoob Bossfight: StackNoob was never triggering its attacks[/p]
- [p]NEW ITEM: Riposte: On Dodge > Inflict damage to a random enemy scaling which damage scale with Dodge[/p]
- [p]NEW ITEM: Vampiric Hit: On Crit > You heal[/p]
- [p]Bugfix: Cat character was able to Heal[/p]
- [p]Bugfix: Cat character capped HP didn’t work due to a regressive bug in a recent update[/p]
- [p]Endless Mode: the endless score (max wave beaten) is saved at the end of each wave, so even if the app is closed during the endless run, the score is saved[/p]
- [p]Endless Mode: option to terminate the run in the Pause Menu[/p]
- [p]Balancing improvements[/p]
- [p]Little visual improvements in the UI[/p]
- [p]Bugfix: very low negative value of speed caused the character to go very fast but with inverted control, now speed
- [p]Fixed little issues in the stat system that could introduce bugs in specific situations[/p]
- [p]Bugfix: reducing the room size could cause the player to start the wave offscreen[/p]
- [p]Improved russian translations based on contributor feedbacks[/p]
- [p]Bugfix: some very specific UI elements sometimes failed to translate[/p]
- [p]Bugfix: some texts weren’t localized[/p]
- [p]Did a lot of Localisation QA/UI adjustments to improve the layouting of the stat lists in every supported language[/p]
- [p]The cutscene before a bossfight vs Trinity Guild now correctly display the 3 hero enemies[/p]
- [p]Synergies Tooltip now display the current number of Attacks equipped with this Type next to the Type Name[/p]
- [p]Singleplayer Shop: holding Tab show all synergies bonus associated to Attacks you can buy in Shop[/p]
- [p]Singleplayer Shop \[Gamepad UX]: RT automatically select the “Go to Next Wave” button[/p]
- [p]Singleplayer Shop \[Gamepad UX]: LT automatically select the “Reroll” button[/p]
- [p]Bugfix: some UI elements weren’t translated at all (Random Item, settings header column, Coop boolean, some effects)[/p]
- [p]Improved chinese translation thanks to contributor help[/p]
- [p]Hero Bossfight: Heroes now drop extra souls + 1 golden soul + 1 chest when killed (this way it is more rewarding to actually kill the Hero Boss versus just surviving them)[/p]
- [p]Items that scales a stat on an other one (“+2% Damage for every +1% Speed”) now can have maximum bonus/malus values[/p]
- [p]Added maximum scaled values on many stat-scaling items[/p]
- [p]Amputation is now a unique item[/p]
- [p]Plant Mechanic Rework: Grown Plants Allies now have a Duration, you can water them to make them last longer[/p]
- [p]Water Attacks: it is now clear that higher tier have more Watering power[/p]
- [p]Inflation: price of items and attacks now increase depending on the current wave (inflation is stronger in Endless mode)[/p]
- [p]Changes and improvements to the Shop RNG[/p]
- [p]Cheater Item is rarer[/p]
- [p]When you already have a Cheater item or you’re playing with Mr. Glitch, you can’t find another Cheater Item[/p]
- [p]Cheater Item/Mr Glitch character: it is now impossible to find a unique item for the 3rd time (you can only find unique items for a 2nd time). I might add exceptions for specific items in the future.[/p]
- [p]Bugfix: Upgradable Attack you had equipped at maximum upgrade could still appear in shop (regressive bug introduced in previous update)[/p]
- [p]All unlimited items are now in fact limited to maximum 10 times the same item[/p]
- [p]Changes to some synergies bonuses[/p]
- [p]Some attack balancing changes[/p]
- [p]Bugfix: Room Size Stat: high value was causing visual issues with the god ray effect at the top of the room[/p]
- [p]Bugfix: Text Bubble Spawned by Noobs were disappearing too fast due to a recent change[/p]
- [p]Bugfix: some attacks that weren't affected by Duration still displayed it in their stats[/p]
- [p]Balancing changes on some items and attacks[/p]
- [p]Improved localisations, all the current content should be fully translated in French and English now[/p]
- [p]End Run Screen is now looking better[/p]
- [p]Red and yellow items are rarer[/p]
- [p]Gray and Green Attacks you find are now a bit more expansive once you’re above 3 equipped Attacks[/p]
- [p]Plant Attacks: better description about the fact you need to water them and that it provides you a free watercan if you don’t have water attacks[/p]
- [p]Bugfix: Necromancer Wand Text pop up to inform about the +1 HP Max Gain was bugged due to the new Text Popup system[/p]
- [p]Bugfix: Attacks scaling with Amount Stat could display negative number while Negative Amount stat value doesn’t affect them[/p]
- [p]Reintroduced Necrotic Echo item, now increasing the new Soul Portal stat[/p]
- [p]Getting Mom effect from a character merge let you gains its Minime attack even if you’re don’t have empty attack slot[/p]
- [p]In general, the systems are now more permissive to let you obtain an attack even if your attack slot is full if it’s obtained thanks to an item or character effect (you just can’t buy new attack in shop if your inventory is full), this will help with the many edgecases introduced by the chara merging feature[/p]
- [p]Harvest Stat: it is now clear that negative harvest remove souls at the end of the wave[/p]
- [p]Wave 18: removed a bunch of Elite Horned Knight Dashers (this wave was ridiculous by mistake)[/p]
- [p]Improved localisations and descriptions (most characters and attacks are now translated and have actual names, and some stat descriptions are now better)[/p]
- [p]Continue the balancing on many items (most of the gray items were reworked during the last 2 days, including in previous updates)[/p]
- [p]nerfed the values of the free stat bonus you can pick after a levelup[/p]
- [p]Chained Ball: don’t trigger the too loud sfx/feedback on wall hit anymore[/p]
- [p]Reduced the volume of the Wall Charge sfx that can happen in various situation[/p]
- [p]Bugfix: upgradable attacks at their maximum tier could sometimes cause the shop reroll/refresh to fail (was happening pretty often with Mom due to its Minime attack)[/p]
- [p]Upgradable Attack at max tier now display “Unique (max upgrade)” instead of “Unique and Upgradable”[/p]
- [p]Reroll Price stat is now capped at (20%), before it could go negative, meaning rerolling was giving free souls (even worse: exponentially more free souls each reroll)[/p]
- [p]NEW STAT: Soul Portal (% of uncollected souls converted in double souls)[/p]
- [p]Soul Portal at the end of wave now display “% of Total uncollected Souls” so it’s easier to understand[/p]
- [p]The maximum effective knockback applied to enemies is now capped to avoid glitch caused by super high knockback numbers[/p]
- [p]Bugfix: Chara Merge description was displaying wrong wave number once it was in inventory[/p]
- [p]Reworked/Improved the way minimum/maximum/current values of a stat is displayed in the stat list when a max or min limit is reached[/p]
- [p]Shop Navigation UX (Keyboard/Gamepad): when you just bought an item, prevent to inadvertently select the items/attacks inventory[/p]
- [p]Chara Merge (and future yellow items) can now only be found if you won a run in difficulty 5 with the character[/p]
- [p]Rework the text info popups system during Waves (“Chest Found”, “Level Up”, “Block Spawn”), the previous systems had visual glitches[/p]
- [p]“Block Spawn” info text popup now only display the icon without text after wave 5[/p]
- [p]Bugfix: after merging an item, the tooltip stayed (regression/bug introduced in the previous update)[/p]
- [p]Bugfix: soul count was disappearing during Bossfight Waves (against Hero enemy)[/p]
- [p]The limit of entity (and associated depop) now only applies to basic Noob characters (not for Elite enemies or Boss)[/p]
- [p]Potential fix for rare weird situations where very few enemies spawned (not sure)[/p]
- [p]Mom Character fixed: the mini clone now should work well and copy all your attacks (try it it’s very fun lol)[/p]
- [p]Worm King Character & Snake Item: the attacks following the character like a serpent have more space in between[/p]
- [p]Cyclop: upgrade one of its attack at each level up (so it means its single attack quickly reach purple tier)[/p]
- [p]A LOT of Items, Attacks and Characters balancing (not listed here)[/p]
- [p]Improved many descriptions[/p]
- [p]Improved english and french localisation of new content[/p]
- [p]Goblin Minion is smaller, and only damages enemies while dashing[/p]
- [p]Most of the Charmed noobs now only damages while dashing[/p]
- [p]Bugfix: some Minions directly triggered their pattern in the void on spawn[/p]
- [p]Bugfix: if a character didn’t have a target, it was moving top left[/p]
- [p]Bugfix: if the player had only 1 attack, meaning the attack is not sellable and not mergeable, it was still possible to trigger its context menu while it was useless[/p]
- [p]Bugfix: Yoyo Punch Attacks (Yoyo Punch + Punching Turret) didn’t rotate in their moving direction (a visual issue that is now fixed)[/p]
- [p]Bugfix: fixed a bug with Chained Ball[/p]
- [p]Bugfix: Siege Bossfight: Siege ballistas sprite wasn’t assigned[/p]
- [p]Removed Fire Bow for now as it was suspected to cause a game breaking bug where many enemies and minion stop moving (please tell me if this bug still happens without the fire bow)[/p]
- [p]A LOT of balancing changes on many items, probably around 20 items were modified (some items are now unique, have new malus, some value change)[/p]
- [p]Many changes to playable characters (i forgot to list most of them)[/p]
- [p]Max Amount Stat is now capped at 40[/p]
- [p]Max Attack Slots is now capped at 16[/p]
- [p]Cyclop Character fixed: the single attack now keeps all its synergy bonus maxed correctly[/p]
- [p]Cyclop Character buff: +100% Damage[/p]
- [p]Belzebuth Character nerf: -50% XP Gain[/p]
- [p]Bomb Character: explosion on contact damage now scales with Amount stat[/p]
- [p]Bonus/Malus balancing of many characters[/p]
- [p]Love Javelin: now 8/15/20/25% Chance to charm an enemy (before it was 100%)[/p]
- [p]Dicehead bugfix: can now pick a start weapon[/p]
- [p]If you have only 1 attack equipped, you can’t sell it[/p]
- [p]Bugfix: attract turrets effect didn’t work[/p]
- [p]Bugfix: kicking a turret was sticking it in the wall and creating an audio spam bug[/p]
- [p]You can now merge existing attacks even if you don't have enough attack slots anymore (because you lost some due to an item or character merge for example)[/p]
- [p]Fragile Hammer is now a very cheap attack and its chance to break is 2%[/p]
- [p]Fetus Minion now shoots at enemies directly and not towards the Player[/p]
- [p]Improved some descriptions[/p]
- [p]Improved the system that display the stat icons in various places[/p]
- [p]Removed Fire Imp character for now as i want to find a more interesting concept for it[/p]
- [p]a lot of new characters[/p]
- [p]a lot of new unique attacks[/p]
- [p]a lot of new items[/p]
- [p]a lot of balancing changes[/p]
- [p]a lot of rework/small enhancements on UI/gameplay/features[/p]
- [p]Bossfights at the end of a run against special "Hero" ennemies[/p]
- [p]Endless Mode[/p]
- [p]5 Difficulties[/p]