How to get Fergolyte in Warframe

How to Get Fergolyte in Warframe

Fergolyte is a new resource introduced in Warframe with The Vallis Undermind update. This valuable material is essential for crafting a variety of items in the update, including the new Warframe and weapons. If you want to progress efficiently, you’ll want to collect plenty of Fergolyte.

Obtaining Fergolyte through Deepmines Bounties

The primary way to earn Fergolyte is by completing the new Deepmines Bounties available in Orb Vallis. To get started, head to Fortuna. Upon logging in, turn to the left where you’ll notice a vent covered in mushrooms. Interact with this vent to enter Nightcap’s room.

Speak with Nightcap to begin undertaking Bounties. Each bounty completion rewards you with between 11 to 15 Fergolyte, while Steel Path bounties offer a higher reward ranging from 15 to 19 Fergolyte.

Alternative Method: Composting Mushrooms

Another way to acquire Fergolyte is by composting fully analyzed mushrooms in Nightcap’s Field Guide. However, this method is slower and unlikely to yield significant amounts of Fergolyte compared to bounty farming.

Recommended Strategy

For the fastest accumulation of Fergolyte, focus on quickly clearing Deepmines Bounties with a full team. This approach will maximize your rewards and help you gather Fergolyte efficiently.

Keep farming, and soon you’ll have all the Fergolyte you need to craft the latest gear in Warframe!

https://www.shacknews.com/article/146363/how-to-get-fergolyte-warframe

卓球日本女子は準優勝 アジア選手権


title: スポーツ 卓球日本女子は準優勝 アジア選手権
date: 2025-10-15 21:18
updated: 2025-10-15 21:21

卓球日本女子はアジア選手権で準優勝を果たしました。

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https://www.nishinippon.co.jp/item/1411707/

Decoding Afghanistan bowlers with five-wicket hauls against Bangladesh in ODIs

Decoding Afghanistan Bowlers with Five-Wicket Hauls Against Bangladesh in ODIs

By Rajdeep Saha | Oct 15, 2025 | 08:11 pm

Afghanistan delivered a stunning performance in the 3rd and final ODI of the 2025 series against Bangladesh, held in Abu Dhabi on October 14. The Afghans dominated the match by 200 runs, bowling out Bangladesh for a mere 93 runs. Earlier, Afghanistan posted a competitive total of 293/9.

One of the standout performers was Bilal Sami, who claimed a solid five-wicket haul, becoming the third Afghan bowler to achieve this feat against Bangladesh in ODIs. Let’s take a closer look at the Afghan bowlers who have made a significant impact with their five-wicket hauls in this fixture.

1. Allah Ghazanfar – 6/26

Back in November 2024, young Afghan spinner Allah Ghazanfar produced a brilliant bowling display against Bangladesh. He took six wickets for just 26 runs in 6.3 overs, triggering a dramatic collapse where Bangladesh’s innings slumped from 120/2 to all out for 143 in just 8.4 overs.

Afghanistan had earlier been dismissed for 235. Ghazanfar’s spell remains the best bowling figures recorded in all Bangladesh vs Afghanistan ODIs to date.

2. Rashid Khan – 5/17

In the second ODI of the 2025 three-match series, Afghanistan’s ace spinner Rashid Khan delivered a masterclass performance, taking 5 wickets for 17 runs from 8.3 overs. This marked Rashid’s sixth five-wicket haul in ODIs.

Bangladesh were restricted to 109 runs after chasing Afghanistan’s total of 190. Rashid finished the series as the top wicket-taker with 11 wickets.

3. Bilal Sami – 5/33

Bilal Sami starred in the third and final ODI, picking 5 wickets for 33 runs from 7.1 overs at an economy rate of 4.60. Impressively, this came in only his second ODI match, where he now boasts 5 wickets from 2 games at an average of 11.60.

With this performance, Bilal became the fourth Afghan bowler to claim a five-wicket haul against Bangladesh in ODIs.

Afghanistan’s bowling prowess continues to be a major factor in their growing success against Bangladesh in the ODI format, with emerging talents like Bilal Sami promising exciting prospects for the future.

https://www.newsbytesapp.com/news/sports/afghanistan-bowlers-with-five-wicket-hauls-against-bangladesh-in-odis/story

Trails in the Sky 1st Chapter review: A fresh start, and a tremendous replay

Over ten years ago, when I was just getting started in this business, I played a game called *The Legend of Heroes: Trails in the Sky*. It was a rickety-feeling RPG on the PSP, a port of an already low-budget PC game from several years earlier developed by Falcom, a little-known studio at the time.

I’d later learn it was part of a series dating back to the TurboGrafx era with a localization history, but without much notoriety—at least here in North America. The game felt kind of slow-moving and dull-looking at first, but before long, I realized I hadn’t played anything quite like it.

Estelle, the protagonist, is a goofball who’d fit right into a shonen manga, while Joshua is a brooding figure with a mysterious past—a perfect dynamic duo for interpersonal drama. The pair travel across their home continent, working their way up the ranks, eventually getting involved in wild events that sow seeds for conflict and shifts on the world stage for years to come. And sequels. So many sequels.

### A Massive and Impressive Storytelling Ambition

*Trails in the Sky* is an example of tremendous writing, not only because it’s pretty good, but also because it’s massive in scope. The story spans dozens of hours and features several fleshed-out, important characters inhabiting a world undergoing a complicated geopolitical shift.

Every effort is made to keep everything a coherent whole—from character interactions and relationship development to how the world changes as the story progresses. For example, NPCs across the world update their dialogue to reflect new events. That level of detail is pretty rare.

These games are long and often long-winded, with the trilogy famously containing enough text to rival classic sci-fi novels. And *Trails* has expanded well beyond those three games, growing into an enormous series that has raised Falcom’s profile and elevated other series like *Ys* and *Xanadu* in the process.

The original *Legend of Heroes* brand has all but been left behind because this subseries has taken on a life of its own. The story has moved across continents and character groups, weaving them all together in different configurations as the situation develops. This kind of long-term storytelling feels impossible for video games—yet here it is.

### The Challenge of Joining a Long-Running Series

As the series has grown and expanded, many players have been left behind. The story continues across multiple platforms and subseries in a mostly linear fashion, meaning unless you start at the beginning—and many don’t, due to FOMO and other reasons—there’s no good jumping-in or jumping-back-in point.

I fell off myself, simply unable to keep up with the release schedule, and haven’t found a good opportunity to return. Despite the hype and the passionate fanbase, *Trails* can feel intimidating. It’s like walking into a comic book store for the first time and trying to figure out where to start reading Spider-Man.

### Enter *Trails in the Sky 1st Chapter* — A Total Remake

As the series arguably peaked and re-peaked with new storylines like *Trails of Daybreak*, fans loudly demanded—and sorely needed—a fresh way to start that wasn’t tied to a relatively ancient, niche PC game.

Enter *Trails in the Sky 1st Chapter*, a total remake of the first entry in the *Trails of the Sky* trilogy. This is a complete overhaul of that PSP game I played at the start of my career, meaning curious new players have no excuse not to jump in. For someone like me who stumbled on the series from the original, it’s a fantastic way to re-experience the story.

Obviously, there’s still value in playing the original, but if a remake is the unavoidable, optimal path, *1st Chapter* goes above and beyond to make it as welcoming and rewarding as possible.

### This Is a Good-Lookin’ Video Game

Right from the start, *1st Chapter* is gorgeous—in a way that feels jarring. When I fell off the series, *Trails of Cold Steel* was the current run, and those games still kind of built off Falcom’s PSP era style. I hadn’t seen *Daybreak* in action, where Falcom took a major visual leap forward.

Whether you’re new or not, you can get a little taste of what *Trails in the Sky* originally looked like thanks to loading screens featuring the original character sprites—a nice nostalgic touch.

This remake looks like a low-budget RPG with a big-budget heart. That sounds silly, but it occupies a space between recognizable AAA blockbuster excess and something alive, bold, colorful, and expressive in a uniquely charming way.

Some elements still betray the game’s vintage—maps, for example—but everything moves in a way I’ve never seen before in a Falcom title. Characters wear their facial expressions on their bodies rather than static dialogue portraits, their hair sways as they walk or run, and combat animations are aggressive, playing with camera angles and lighting like there are hardly any limitations left.

### Playing on Nintendo Switch 2

One reason this review is a bit later than others is because I played on the Nintendo Switch 2. This port was announced close to release and felt a little rushed (with patches on the way to add a performance mode).

It’s an interesting example of what Switch 2 is capable of, and the apparent challenges developers face. When I played the demo on the original Switch, it ran remarkably well in TV mode but struggled in Handheld Mode. With the Switch 2 upgrade, *1st Chapter* runs smoothly in Handheld Mode but struggles in TV mode.

It seems developers must make careful choices on what to prioritize when porting games to this system, especially balancing high resolution and frame rates without compromise.

Still, it’s awesome to play a new *Trails* game on a handheld that isn’t a bulky, warm PC crammed into a smaller shell—and have it running similarly well.

### Voice Acting and Character Presentation

*1st Chapter* is almost fully voiced, and each character feels more emotive and personable than ever. I used to be ambivalent about voice acting; I loved reading the text myself. But between this and games like *Final Fantasy Tactics*, my perspective has shifted.

I’ve got a soft spot for characters like Estelle, and having her antics and wholesome energy reinforced with an earnest, somewhat off-kilter voice performance is infectious. This is definitely a win for RPG voice acting—from a former skeptic no less.

### Combat: A Mixed Bag

On the other hand, the combat is where *1st Chapter* starts dropping the ball, mostly because it’s trying to do too much at once.

The original game was strictly turn-based, with a sort of grid system that encouraged attention to placement and reach without becoming a full tactical RPG. Here, combat mixes real-time and turn-based elements—you can roll around and hit enemies in the field for extra damage, then switch to turn-based combat on command.

It feels fast and meant to shake things up but comes across as half-hearted. Major encounters still force you into turn-based combat from the start, and the real-time attacks are simple and repetitive.

### Balance Issues

*1st Chapter* also shares a frustrating issue with the original: enemy HP and player damage feel wildly off-balance, even on lower difficulties. Even the weakest enemies take far too long to defeat, while experience points scale down aggressively.

I found myself running away from combat constantly, since the math between time invested and rewards earned rarely makes sense.

The real-time gimmick compounds this by turning attacks into a noisy button-mashing affair, stealing away what could’ve been a fun, fast-paced brawl.

It’s a shame because the combat animations are fantastic, the overall pace is faster than the original, and there are many tweaks designed to make old ideas work in 3D space.

But weird padding and balancing problems hurt the flow, making preparation for bosses and side challenges feel unpredictable in uninteresting ways. My usual scenario: “Oh great, my EXP gains have stalled, guess it’s time to stop grinding. Oops, here’s a boss with fifty thousand HP, and my biggest attacks are like needle pokes.”

It’s bizarre that despite all the upgrading and retooling, Falcom still leans on this clunky approach to “challenge.”

### Final Thoughts

*Trails in the Sky 1st Chapter* is an ambitious, transformative revisit of a modern classic RPG—a formative experience for a small, hungry audience that helped build one of today’s most absurdly epic storytelling experiments in video games.

In a world full of remakes that often feel like expensive wastes of time, *1st Chapter* meets a moment in a genuinely impressive and helpful way. It’s mostly a massive presentational overhaul, but one that truly “breathes new life” into the material.

The combat balance remains annoying, and the hybrid real-time/turn-based gimmick feels confused and pointless. Still, I found myself getting lost all over again in this game’s absurdly well-executed storytelling ambitions.

If you’ve been hearing about *Trails* for years from the passionate fans and want a cleaner, more approachable way to give it a shot, this is the moment you’ve been waiting for.

And if you’ve been a longtime fan, you’ve likely already decided to play this. But it’s a worthy excuse to go back to the beginning.

### Availability

*Trails in the Sky 1st Chapter* is now available on PC, Nintendo Switch, Nintendo Switch 2, and PlayStation 5.

A Switch 2 code was provided by the publisher for this review.
https://www.shacknews.com/article/146342/trails-in-the-sky-1st-chapter-review-score

How to get Archgun Arcane Adapters in Warframe

With the eternal power creep of Warframe, the massive Archguns have felt a little out of step with the rest of the game. In lore, these colossal weapons are designed to punch holes in spaceships, but in missions, there is rarely a strong reason to switch to them due to performance limitations.

Thankfully, this has now been addressed. Archguns have become a unique weapon class in the game because they can use both Primary and Secondary Arcanes, making them far more viable and versatile in combat.

### How to Get Archgun Arcane Adapters in Warframe

To obtain Archgun Arcane Adapters, you need to visit **Nightcap**, a new NPC introduced in The Vallis Undermind update. You can find Nightcap in Fortuna, but only if you have completed *The New War* quest.

When you spawn in Fortuna, turn left and look for a mushroom- and fungus-covered grate. Nightcap can be found behind this grate, in an area known as **The Airlock**.

Talking to Nightcap allows you to take on bounties in the new area beneath Fortuna. Completing these bounties will earn you Standing, which helps you level up Nightcap’s Syndicate.

Once you reach **Rank 3** in Nightcap’s Syndicate, you can start using **Fegolyte**—a resource gained from his bounties—to purchase Archgun Arcane Adapters.

### Additional Requirements and Tips

Each Arcane Adapter requires a sacrifice when you level it up, so be sure to pay close attention to the specific requirements. You will need to farm different types of mushrooms during your missions in the **Deepmines** to meet these demands.

Furthermore, Archgun Arcane Adapters can also be earned as rewards for bounties in the Deepmines when played on **Steel Path difficulty**. Make sure to check bounty rewards carefully to maximize your chances of acquiring these valuable adapters.

By following these steps, you’ll be able to bolster your Archguns with powerful Arcanes, making them a formidable option once again in your Warframe arsenal.
https://www.shacknews.com/article/146358/how-to-get-archgun-arcane-adapters-warframe

青学大、16日にも優勝 東都大学野球第4週

スポーツ
青学大、16日にも優勝 東都大学野球第4週

2025年10月15日 19:08(2025年10月15日 19:10 更新)
[有料会員限定記事]

東都大学野球リーグは15日、神宮球場で第4週の2回戦3試合が行われました。6季連続優勝を目指す青学大と亜大が勝利し、それぞれ1勝1敗の成績となりました。中大は連勝を飾っています。

16日の3回戦で青学大が勝利し、国学院大が敗れた場合、青学大の優勝が決定します。

※本記事は有料会員限定の内容です。残り80文字の全文をお読みいただくには、有料プランへのご加入が必要です。
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https://www.nishinippon.co.jp/item/1411670/

Battle for Japan’s Next Prime Minister Intensifies

However, Tamaki offered no clear response, later telling reporters that if he were chosen as prime minister, “policy management would still be difficult” and that “differences remain” between the parties.

The day began with a high-profile meeting between Takaichi and Constitutional Democratic Party leader Noda, which observers described as Takaichi’s de facto declaration to run in the prime ministerial vote. Noda said he asked whether the LDP planned to run alone or seek support from other parties, to which Takaichi replied that “nothing has been decided yet.”

Noda also revealed that he raised the possibility of the LDP seeking cooperation from Komeito if opposition parties were to unite behind a single candidate, a suggestion that seemed to catch Takaichi off guard.

Later in the day, Takaichi met Tamaki again for about 30 minutes, reiterating her desire to advance policies quickly and jointly rather than focusing solely on forming a parliamentary majority. Tamaki, however, remained cautious, saying that while there had been some convergence on issues such as security legislation and nuclear policy, significant gaps persisted.

He added that even if a coalition of the Constitutional Democratic Party, Japan Innovation Party, and Democratic Party for the People were formed, it would likely have to operate as a minority government, making policy implementation difficult. Tamaki also noted that while many of his party’s basic policies align with those of Takaichi and the LDP, trust had been undermined in the past, referencing broken promises during the Ishiba administration.

Talks among the three opposition leaders lasted about an hour and are expected to continue next week. Meanwhile, attention is now turning to a scheduled meeting between Takaichi and Japan Innovation Party leader Yoshimura in the evening, as speculation grows over whether the two parties might discuss a potential coalition.
https://newsonjapan.com/article/147286.php

福岡屋台にグッドデザイン 公募制度が文化継承と評価


title: 福岡屋台にグッドデザイン 公募制度が文化継承と評価
date: 2025-10-15 18:46
categories: くらし

福岡市は15日、全国で初めて制定した屋台基本条例による「屋台公募制度」が、日本デザイン振興会の2025年度グッドデザイン・ベスト100に選出されたと発表しました。

国内有数の100軒超が軒を連ねる福岡の屋台文化は、今回の制度によって文化継承の取り組みが高く評価されています。

本記事は有料会員限定となっております。詳細は会員登録のうえご覧ください。

*※クリップ機能は有料会員の方のみご利用いただけます。*
https://www.nishinippon.co.jp/item/1411662/

Karun Nair slams Ranji Trophy half-century after Test snub: Stats

**Karun Nair Slams Ranji Trophy Half-Century After Test Snub**

*By Rajdeep Saha | Oct 15, 2025, 07:26 PM*

The opening day of the 2025-26 Ranji Trophy season witnessed a stellar performance from Karnataka against Saurashtra at the Niranjan Shah Stadium in Rajkot. A crucial partnership between Devdutt Padikkal and Karun Nair helped Karnataka finish strongly on Day 1, ending on 295/5.

Padikkal scored a fluent 96, while Nair contributed a valuable 73. Having switched back to Karnataka after helping Vidarbha lift the Ranji Trophy last season, Nair played a pivotal role alongside Padikkal in stabilizing the innings.

### Partnership Brings Stability to Karnataka’s Innings

Karnataka captain Mayank Agarwal and S. Nikin Jose fell early to Saurashtra’s bowling attack, spearheaded by skipper Jaydev Unadkat. However, Padikkal and Nair combined for a vital third-wicket partnership of 146 runs, which steadied the innings. Both batsmen showed patience and rotated the strike efficiently to keep the scoreboard ticking. The partnership was finally broken by Dharmendra Jadeja, who trapped Nair leg before wicket.

### Nair Scores 38th Fifty in First-Class Cricket

Karun Nair’s innings of 73 came off 126 balls and included nine boundaries. Playing his 121st first-class (FC) match, Nair has amassed 8,748 runs at an impressive average of around 49. This innings marked his 38th fifty in FC cricket, complementing his 24 centuries.

According to ESPNcricinfo stats, Nair has scored 5,174 runs in 71 Ranji Trophy matches (118 innings) at an average of 47.90, with 19 half-centuries and 17 centuries. This recent knock underlines his continued consistency in the premier domestic competition.

### Test Snub Despite Return After Seven Years

Karun Nair had made a comeback to the Indian Test team during the England tour after a long gap of nearly seven years, featuring in four matches. However, he managed only one half-century, which came in the final Test at The Oval. While he displayed solid technique and got starts, Nair struggled to convert them into big scores that might have cemented his place.

His performances included scores of 0 and 20 in the first Test at Headingley, 31 and 26 in Birmingham, and 40 and 14 in the Lord’s Test. He was dropped for the fourth Test in Manchester but returned for the series finale, scoring 57 and 17. Across these four Tests and eight innings, Nair totaled 205 runs at an average of 25.62.

### First-Class Runs Include 579 in Test Cricket

Overall, Karun Nair’s 8,748 first-class runs include 579 runs from 10 Test matches, showing his experience at the highest level, even if recent results have been mixed.

As the Ranji season unfolds, Nair’s form with Karnataka will be closely watched, especially given his determination to bounce back after the recent international disappointment.
https://www.newsbytesapp.com/news/sports/karun-nair-hammers-73-for-karnataka-in-ranji-opener/story

Plans for Monster Hunter Wilds x Final Fantasy 14 collab started at Gamescom 2024

**Monster Hunter Wilds x Final Fantasy 14 Collaboration Event: A Journey of Mutual Trust and Creativity**

Over the past few weeks, Capcom and Square Enix have delighted fans with the Monster Hunter Wilds x Final Fantasy 14 collaboration event. This exciting crossover introduced a variety of Final Fantasy-themed elements into Monster Hunter Wilds—and vice versa—offering players a unique experience blending both beloved worlds.

### A History of Collaboration

This isn’t the first time these industry giants have joined forces. The foundation for the current collaboration was laid back in 2018 with the successful Monster Hunter World x Final Fantasy 14 event. Fast forward to Gamescom 2024, when key figures from both teams—Monster Hunter Wilds Producer Ryozo Tsujimoto, Director Yuya Tokuda, and Final Fantasy 14 Producer and Director Naoki Yoshida—met for a pivotal dinner discussion that reignited their collaborative spirit.

During Tokyo Game Show 2025, these game leads shared insights about how that meeting set a new wave of collaborative plans in motion, culminating in this year’s crossover event.

### A Collaboration Made in Mutual Trust

For those new to the event, Monster Hunter Wilds launched its Final Fantasy 14 collaboration on **September 29, 2025**. The update brought a thrilling hunt for Omega Planetes, tied to an engaging storyline, along with exciting content such as the Dark Knight armor set, the Soul of the Pictomancer weapon, Chocobo and Moogle skins, and the addition of Malboro and Cactuar as endemic life.

Following this, on **October 6, 2025**, Final Fantasy 14 released Patch 7.35, which introduced an eight-player battle against the formidable Guardian Arkveld. This quest involved a Palico and its mysterious Seikret pal. Players also gained access to Monster Hunter-themed cosmetics for their characters and mounts.

This wealth of content emerged from a genuine desire by both teams to collaborate again, building on the strong foundation from the 2018 event.

### Behind the Scenes: Conversations That Sparked the Collaboration

Ryozo Tsujimoto reflected on the origins of this partnership:

> “I’ve known Mr. Yoshida for a very long time. I have a great deal of respect for his creativity and commitment to game development as a producer. We were finally able to work together for the first time during the Monster Hunter World x Final Fantasy 14 collaboration. It was really a casual approach we made to one another, asking if there was anything we could do together with respect to our games.”

He recalled that at Gamescom 2024 in Cologne, Germany, a dinner with Yoshida and his team casually steered towards revisiting the fun they had in the previous collaboration.

> “Monster Hunter Wilds wasn’t out at the time—we were showing it off at Gamescom, so it was kind of on our minds. We didn’t decide then and there, but we agreed to have more productive discussions about working together again. Ultimately, that led up to Tokyo Game Show 2024, where I finally managed to catch up with him in Tokyo, and we set it in stone that we’d be working on something together.”

Naoki Yoshida shared his perspective on the partnership:

> “Working with Capcom’s Monster Hunter team was a no-brainer, even back in 2018. They supported us from the very beginning when I took over Final Fantasy 14 and began steering it toward success between 2010 and 2013 during the launch of A Realm Reborn.”

Yoshida praised the Monster Hunter team for their unwavering support:

> “When I first took on Final Fantasy 14’s remake and rebuilding, [Tsujimoto] came to me and said, ‘Why are you taking on such a crazy plan? This seems like so much to take on, but if there’s anything we can do to help from our team, we would love to help you. Whether the game is a success or not, we want to work with you in the future.’ The reason Final Fantasy 14 is here is because of that support.”

### Original Content and Exciting New Experiences

Both teams emphasized that nearly all content featured in these collaborations—across Monster Hunter Wilds and Final Fantasy 14—is freshly created for this project.

Yoshida noted:

> “There is one scene with a character drinking a potion that we did reuse in Final Fantasy 14, but everything else has been completely created new. This will be different from the Monster Hunter World event.”

### Looking Ahead

With both collaborations now live, Capcom and Square Enix hope to spark renewed excitement among fans—encouraging players to explore each other’s ongoing worlds and enjoy the unique content born from this creative partnership.

This collaboration stands as a testament to the trust and camaraderie between the Monster Hunter and Final Fantasy teams, promising more thrilling projects in the future. Stay tuned!
https://www.shacknews.com/article/146317/monster-hunter-wilds-final-fantasy-14-interview-tokyo-game-show-2025

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