Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. https://www.bbc.com/news/videos/crlzey2j406o What a completely different and positive meeting with Trump compared to the disaster in February, the EU and Zelensky should be very happy with the outcome which was expected considering the number of prominent EU leaders who attended Zelensky had clearly been prepped around how to engage with Trump and this included he was smartly dressed and he received a compliment from a right-wing journalist he thanked Trump and the US on several occasions he presented a personal letter to Trumps wife who cares about the reality of the thousands of kidnapped Ukrainian children. This went down very well with Trump, he likes this personal touch Zelensky avoided responding in too much detail around his expectations when asked certain questions Trump was also much more relaxed and complimentary to both Ukraine and the EU leaders who travelled to the US. He joked about several things But key takeaways which we have to wait and see how these things unfold the US would be involved in a peace keeping role in Ukraine in some form with the EU. This would be part of the peace negotiation agreements around security guarantees for Ukraine Trump wants to arrange a Putin and Zelensky direct meeting Trump believes Putin will make compromises The US is selling Ukraine an additional $90 billion in weapons I do think we are some distance off to this war ending but this was a very constructive engagement with both Russia and Ukraine and a good step in the right direction For me it highlights again the global influence and agency of the US, it really is the only country that can bring the likes of Russia and Ukraine with the EU to the negotiating table in a significant way
  3. Today
  4. Yesterday while I was playing with my husband we were doing take out the O.R.C soldiers by the bbq, unfortunately the strangers speech started during battle and we didn't hear a word of it and we were to busy fighting to read the screen. It would be great if there was a transcript that could be read later or the strangers speech could be delayed until after fighting so we know what she said. We both feel like we missed some important clues
  5. Winning in a colour prediction game takes both luck and smart thinking. The game is simple – you guess which colour will appear next, such as red, green, or violet. To increase your chances of winning, it’s important to play with a plan instead of guessing randomly. Start by watching the colour patterns. Sometimes, colours appear in a certain order, and noticing these patterns can help you make better choices. Many players use basic strategies, like doubling their bet after a loss, but this method comes with risks, so be careful. Set a limit for how much you want to spend, and don’t chase your losses. It's also a good idea to take breaks and not rush your decisions. On platforms like Raja Luck, colour prediction games are easy to play and give quick results. Raja Luck Game offers a smooth, fair, and safe experience, which makes it a great place to enjoy this type of game. Remember, the colour prediction game is based on chance, so there is no guaranteed way to win every time. Play wisely, stay calm, and most importantly, play for fun. Winning is great, but enjoyment should always come first. Plau Now: https://raja-luck.game/
  6. I want to have a pouch for trinkets that is separate from regular inventory so that I can carry more of them around with me. I end up not using many of them as it’s not convenient to carry them around wasting my inventory space. It doesn’t have to hold all of them, but I would like at least five slots to hold spare trinkets. I actually wanted to go with small plushies being an option for the stuffed insects. While the big ones are neat, I also dislike how much space they take up. I basically want them all to be the size of the aphid. But I am fine with the skill tree idea where we use their corpses to traverse it… still kind of want the mini plushies as base decor but they don’t need to serve the same function as the skill tree.
  7. I also find the map lacking. Somehow I find it worse than Grounded 1 which was literally just outlines. They almost went and put too much effort into trying to make it pretty rather than useful. I understand that it is designed to look like a brochure map. Bravo, it does look like that, but I have fancy high-tech arm gear and I want to be able to have a far more useful map in it. Preferably one that can zoom in further and has a couple layers so that explored cave systems can be displayed. I did get through the entire first game many, many, times without being able to see the caves systems, but they have gone for a much bigger world this time around and it would be nice to know when I have found something that I haven’t already explored as it’s not mapped yet. I would not like the tunnels displaying ahead of exploration though. I want to find things on my own. I suppose I can just start building something outside of cave entrances to show that I’ve already gone through them so it’s not really really world ending.
  8. I’m gonna keep commenting and liking suggestions that involve paint or dyes because I really want them. I want something to do with all my surplus items I’ve collected and I really really enjoy building and would like to make more unique builds. But when it comes to ingredients, I want the developers to focus on items that players tend to gather way too much of during their gameplay and let those be something we can go to town with for paints/dyes.
  9. While I am used to the radial menu as I’m a controller user, I fully support getting a building menu similar to Grounded 1. It was just far more convenient to see what your current options were in that menu type.
  10. I wanna say this also had egg white in it
  11. Made an approximation of bibimbap. Grocery store near me sells shaved steak and I marinated that in some Bibigo BBQ sauce and also cooked down some shiitake mushrooms in a miso soy mix. Fried an egg over easy and served it all with some fresh veggies; shredded carrots, green onion, cilantro, and maybe something else I'm forgetting. Big dollop of gochujang on top and kimchi and sliced cucumber on the side. A lime may have also made an appearance.
  12. We can only hope. I love the combat in the game and want it to expand only very little. I really didn't realize that it had been that long since I started this thread. I figure it'll be around a week after the update if we're gonna get a new roadmap. Not positive just a bunch. It will be fun to look back on it. You have fun as well man. I think if they don't do the parry dual wielding function ill try a new magic only playthrough. I ain't great with the magic in combat but I need to give it a dedicated run instead of just throwing it in on less than optimized builds for it.
  13. This list has been tremendously helpful for me over time. Keep in mind the Bleeding keywords and the Keywords Everywhere keywords are from my own mods, not the original game: Cast Speed ----------- Fast (0) - e4c738a7-4d3f-407f-b035-cc76191fe26b Average (3) - eacb53e3-6eb5-422a-92ca-99cc883ae4a9 Slow (4.5) - 3bf6c8e7-49b6-46b1-8c62-cb9121f0d22a Very Slow (6) - e2258426-92df-4a1d-b12c-927feb8328cd Recovery Time -------------- Instant - 039ef4b4-eeb3-42d3-9817-a8df05c53515 Very Fast (2) - cd5ad068-453b-41f9-8779-db38ff00dd20 Fast (3) - 9d15e1c1-c6e1-4b25-bc1d-bf3707f6f534 Average (4) - 566840d9-1561-4243-8ca7-889df9869847 Slow (4.5) - 2065a64b-0d53-48b8-9cfd-600992c389fd Magma (7) - 25de92c5-7e24-4702-b42d-2250df3049bc Poison/Damage Over Time Interval Rates and Speeds Tick Rates ------------------------------------------------- per 3 seconds - 25acc41f-26a4-4ef7-9b7d-0f1bf0ddfe9f per 5 minutes - 5920c451-2a26-4a9a-bb52-4a1fbf27a4ad per 1 second - 03ac1cf3-40d3-44ee-a9ae-9f3ee81b22fb per 0.33 seconds - 47b8ed3c-8899-4ab8-aa01-e51a374ab3ba <----Only While moving!! per 6 seconds - b757a629-60fd-4de5-b56a-09a8b8927f20 per 12 seconds - cf4a693e-5ec4-437c-b9e0-9133d416d023 per 15 seconds - 4aa3df8a-4fbd-41e0-b6aa-1e40fbcf15e2 per 30 seconds - 9ad89927-55e1-4385-b5ad-a420beec5d7c Bleeding Keywords b1eed000-64f6-426b-b4c2-773621c8b949 b1eed111-64f6-426b-b4c2-773621c8b949 b1eed222-64f6-426b-b4c2-773621c8b949 b1eed333-64f6-426b-b4c2-773621c8b949 b1eed888-64f6-426b-b4c2-773621c8b949 (ability) Damage Types official name ---------------- Burn Shock Corrode Freeze Raw Crush,Pierce,Slash Keywords ---------------- Great Sword - 3a2f20c5-5d12-4f5f-bb0d-856cc7a55d86 Stilleto - 49c7559d-ff65-4187-bcde-5ebce3710098 Quarterstaff - 7f914929-7c42-4e6f-a004-14996afe63e6 Shredder_Spell (cipher) - 902ae78f-1151-4f14-9db6-a7a1c728a1eb cipher_spell - 04f1f10c-5b4c-42ce-8fc2-01ce366851ad cipher_willattack - 19a83987-8860-4301-842d-9518ef2ef079 deception - 6960b36f-9ed7-4f29-be5f-bbdca0f4b5ce mind - f5842f97-b963-40b5-adc2-d69330adcf96 echo - 1905d6d9-766d-4eba-aeba-b2efc96104a8 wound_ability_keyword - 6a6d39b2-7883-49eb-aa94-b0304dc05d89 keywords for the damage types but not actually damage types fire - f0dbb330-1b06-4175-8ce4-efe790b99213 electricity - 9c7d6f36-50ff-4b08-a528-74789abe0599 Frost - f8a513bb-3e92-4d10-b59f-abbdf71d8af4 Acid - 56895011-1aab-4413-827b-51a126c04555 water - 97b18bd3-b3e4-4777-a8bc-f0808022dd79 poison - b1533df4-9d22-468a-9671-1187714ba91c wind - d657e91c-fd75-4be1-aa57-5db1516d3ce4 elements - a7a06148-9a41-44fe-9cc8-31acef0e13aa Rejuvenation - 88f77e03-9180-4830-a2ac-18c8023fec35 evocation - 3f075d80-787a-493e-bbaa-6da3d6dc2d0f conjuration - ad3de01a-e7a8-4a5e-9ec3-7d858d1ffea7 illusions - 69d9e77c-1a78-4af0-b590-0ea1620ab60b enchanting - 6149f072-d79d-4429-8dbd-3f014e8f013c Transmutation (Transformation?) - ab88e534-596e-4f40-b54e-9dd8b2cab983 Cleansing - 4b098b3f-f5c3-46b7-a2aa-34dc07fa2c31 Condemnation - bf3b4557-b7ac-4e41-ba9a-db241b443a56 Inspiration - 3a1316f1-e932-4b0f-9891-7db7bd5825ec Protection - e726ab76-e91a-4d6e-9525-7eb148964b58 Punishment - 59769d5a-5886-4343-a208-3ff4b4a2c105 Restoration - d5e4e9b4-9565-4654-9e2e-2d68d8847c20 flanked - 8ca098ca-731e-481d-b958-a337064afd6c gaze abilities - 30171246-34fc-4066-b6da-6aa100db273d decay - 2f013adc-8e9d-480a-bc65-ba1c7b66dc6c disease - 115559b3-0105-496e-8b95-2795969f62d2 plant - 504782eb-f943-42a1-93dc-cbec74d42c66 ground - 0ccf0af6-8870-4798-ae79-30ac5318f42e beasts - 7905202d-358e-4ca7-ba17-acfed0718a02 invisible - fe80a668-dcb3-4cea-ae2e-70d47dc91348 deception - 6960b36f-9ed7-4f29-be5f-bbdca0f4b5ce mind - f5842f97-b963-40b5-adc2-d69330adcf96 concentration - 985dd0c0-7487-4f0d-a60a-28d071960a6b Alchemy_Passive_SE_PowerLevel_PoisonsSelf - 50c8cfad-cfeb-42b3-ae29-0e51f50b0126 Alchemy_Passive_SE_PowerLevel_Potions - 52bab8df-37f8-468c-97a6-aa622fdc1d9e Drug - 54954403-ad47-4867-9ec4-02fdb8040f73 (not in SE, only ability) Potion - b904d1af-cebd-423d-a764-cfe9a824ff38 (not in SE, only ability) 69bcfab4-b45d-43b5-abf4-7de4a520583c - Rubble_Pile_Invulnerable_SE_KeywordImmunity Alcohol_penalties - 63103c1e-dfe1-4ee8-8bd9-54e9b55a07fc alcohol_beneficial_effects - 1af594c4-9a2a-47d7-a5b2-f4887f580b14 bomb_keyword - 94e6077c-dbb7-44d7-8c30-ff4984bfeff7 Body_Inspiration - 66f96765-0ec1-4cf1-a49b-a8264df055b7 Mind_Inspiration - ae8eaf9c-6fdc-4c63-9aac-8ee874082c0f Inspiration_Might - fc61b9aa-7b06-4e69-b85d-16965ff28143 Inspiration_Constitution - c34af1a5-f6d3-4365-a7a7-d08422ac0948 Inspiration_Dexterity - bbef3990-aeb1-49ba-b6b4-b86c9059c0c3 Inspiration_Perception - 29f54a26-bac6-4dee-8b12-a9270a956c71 Inspiration_Intellect - 10599782-9812-451d-8e24-693c06bb4062 Inspiration_Resolve - 6bc52c8a-13b4-4b21-b889-dd08c54aa879 Affliction_Might - c3e2ddf8-7df5-4a4d-9b09-6410ff36e80c Affliction_Constitution - 84282d6d-16e1-4446-8363-12f12d2ed1dd Affliction_Dexterity - 3863b3d1-5d16-46f6-b971-aaea803cd530 Affliction_Perception - 147667b0-6ef2-444e-b0e4-97622f3d8329 Affliction_Intellect - 8efaa258-a1ec-46d3-9690-86445078b67d Affliction_Resolve - 1aa8802e-b5cf-4ac2-bd6a-dd619cde4e65 Body_Affliction - 13d9f275-8a57-4f99-9ead-ef798ce7c53a mind affliction - 4cb9e779-269f-42e3-8855-feabb837d50c 'Keywords Everywhere' Mod Keywords ----------------- status_effect_keyword_enfeebled 93d0ed78-ef3a-4e01-97e0-bbd3610dd9c9 status_effect_keyword_paralyzed 682606a5-9d1a-47ba-9422-66173fbaadc3 status_effect_keyword_petrified b355ae14-8407-494c-b559-30e1176a2255 status_effect_keyword_stunned 07b738c8-faa6-4aaa-91f1-5874b3c15d6a status_effect_keyword_charmed 8668960f-c20a-458e-a6ee-7d72d7641a8f status_effect_keyword_dominated 74557bcc-81ed-42f6-975f-d8745c36cf4a status_effect_keyword_confused 524b2cfe-2e72-48bf-8dda-6d6767fb5b7a status_effect_keyword_blinded 67f5ed46-22a1-40d9-b2c5-71cb8165217d status_effect_keyword_frightened 25543574-736f-4ce7-a62e-1b599739f835 status_effect_keyword_terrified cb6304a6-a00f-4662-aab8-27b974423b7f status_effect_keyword_staggered c483f797-b12d-4104-8d13-c24a6ab04bd6 status_effect_keyword_dazed 6729e2fe-4a6c-4742-9082-0c1444cd3a34 status_effect_keyword_hobbled cc69f4c6-9e7e-4167-82dc-6749f398e351 status_effect_keyword_shaken 4e572861-b426-4469-936f-1496cb3db4df status_effect_keyword_distracted 843eff52-ff8a-493f-afb5-9a0d6daa7f79 status_effect_keyword_disoriented ceab5546-c77f-4f6c-b8b4-191dae058fb9 status_effect_keyword_immobilized 77134d89-42e6-47ee-8d44-b2f16c57e78f movespeed_slow_keyword 1ac51cc2-92c2-4675-9194-c39611630b3c (Status Effects only) movespeed_fast_keyword f5cbd28b-c881-4b16-8bef-d2066508303a (Status Effects only) jump_keyword b4ed06e4-f3f9-4386-a936-14cb70d49b73 (Attacks only) teleport_keyword eb264954-e9fc-4514-a7fb-57b29576e66c (Attacks only) comprehensive_ability_activated_weapon_attack_keyword caa001a1-76d2-425f-86bd-3442c117ab4d (abilities, attacks, next statuses via attacks) fighter_ability_activated_weapon_attack_keyword ffc26cd5-d908-4b70-a6b7-893501099eb7 (abilities, attacks, next statuses via attacks) Other Keywords from Mods ------------------ potion_non_healing_keyword 8a639392-391c-4a56-81c2-b299065a17d3 potions augmented mod zealous_auras_keyword a298e8ec-edc3-41f5-b7e1-c38348aaa651 paladin augmented mod monk_attack_combo 29b2fba5-312c-4d6c-99f9-5f5f5519aed3 monk augmented mod AfflictionTypeID ----------------- Not Keywords Categories of afflictions Might - fda623d6-29a2-4e02-be6a-25c332ff194f Constitution - 5d1b11b3-9435-4de1-a9dd-f23d85bbe09e Dexterity - 912396df-94ce-454f-806e-ad15969a02b1 Intellect - 42a17f02-5ade-4826-a41a-09a6042598f8 Perception - 5d192433-3732-42fb-8bd2-9043dbf5c4e9 Resolve - a50f1a60-cf8d-413f-8b11-b973c0e78d6e Flanked - 4a0073d5-9fe8-4b01-89f1-a16caeff7925 Injury? - 86a25ab7-5687-4205-8866-65767ad567c2 Not Sure if These Are In StatusEffects -------------------------------------- Keyword_Unarmed - 1ff3caa3-e731-4c31-96b4-e03c300e3f3c ?Keyword_Weapon_Proficiency - bb68a03d-507e-4799-9a4e-abe7377d1e56 Quick_Item_Antivenom - 6f6be47b-8fb4-46ba-bdc1-386b181093a3 Quick_Item_Poison - 073e9d07-1ae8-4e2b-bac6-0cf820c83e75 Scroll - d19105b8-4e0e-42cc-b915-43caad7ee7f5 (There is a different keyword for scrolls also!) Non_Affliction_Stun_Effect_Keyword - f15d7576-7296-43fe-a440-49d26f8acbf5 SkillValueID/SkillDataID --------------- stealth - 8cc41e27-e62f-4e75-9f7d-ae47986895d2 arcana - e5f33551-ec5c-4cc8-b5f2-1eb03d210374 explosives - e67f20e3-5bf9-4d87-9bda-211405107362 athletics - fefc4d3d-250d-4c32-85e0-62a851240e62 intimidate - 3ad9194b-4f41-480e-aa75-1c82df43be84 metaphysics - 98051b85-d7e5-4746-a66c-260e2fcd2d4b religion - 98cc5a0d-1387-42e3-9202-417bc42b53ad survival - 9c7962b8-bf69-4670-ba67-acc86a09fca8 bluff - 6fa62ec8-6695-4a1d-8553-7486b0ac20c4 diplomacy - c7e22ee0-bdd6-4ca8-99f0-a46f3dd66606 history - c6b6f87a-0381-4219-93eb-77ae2b64f0af insight - f5d2c2bf-1ffd-4741-b6d8-31ae01985d4b streetwise - eb8da173-4a3e-4910-94e8-dd0c1436ca40 slight of hand - 3b073ebf-0a4a-48a3-947d-ad38bef10b36 mechanics - 3affbb70-86bd-41f3-82c6-325326d40796 alchemy - 1b26af87-fd19-4dc6-9380-4f5cec7aefd5 ClassValueID ---------------- fighter - 6e6750b6-61d7-4b61-9713-55957e0f0591 ranger - 1718929c-1faf-4292-b82c-7e2a7c20b3ab rogue - 8efd7667-8bc9-4020-b7f6-5a91b9d04e48 barbarian - 825817d4-1fb0-4e5c-bf84-473743ad98de Monk - f0036bfb-53d5-4d0c-b11a-b780d788a108 druid - 568f1c26-1398-4e67-8b81-0f6a60e6cdde wizard - acfd1303-4699-4939-91eb-6ac46d4af0bd priest - f7cb46af-a719-41c0-9a53-107eefdbce2b paladin - f64b5a21-2dd1-41ae-8562-60ce099b25aa cipher - ccdc9675-e2a7-46fa-83e9-7a5368b56265 chanter - b4a0f1d1-b8f7-47e7-b899-99e478004a37 Race -------------- Beast Primordial Spirit Vessel Wilder Ability Keywords ------------------- Frenzy_Keyword - 5b7bdbcd-2613-482d-82b5-25718eec2184 Marked_Prey_Keyword - 10475b40-06d5-441f-954a-6aafb070814d scroll - de36c86e-d606-4fd0-97f3-43acd39ded24 season_autumn - d442f190-1cf1-4582-854e-06004ebcb401 Season_Spring - 115b45a1-eef1-4e96-9a9a-587bdedc1d50 season_summer - 6604dd7e-5379-4cef-87a5-d1f91a507ff6 season_winter - f8463e47-7fa6-4738-8ec3-a3b40819341d spiritshift - f58f91d7-58af-4dee-855f-6fa8ae8579b7 spiritshifted - a457d3b9-b5c7-4c2c-817b-65c2835b19cf Summon_Creature_Keyword - e4164ba1-116f-4e51-a678-507c0d4e3f5a Sworn_Enemy_Keyword - 6ab7d7ae-7dea-4d7c-93eb-5844abceb7fe tanglefoot - ce59b760-fc27-425b-b6f9-65f43611ded0 Noise Level ------------- ExtremelyLoud - 6bfdad12-a1d0-42cc-b797-c9d2dac2af05 Loud - 82bc1ce9-3a81-41ca-a61a-cc1f73a53de7 Quiet - 15743f94-1026-40b0-8e13-a667b3f66f63 Silent - cfd4a8e0-3941-40cb-b05d-604ec49279d5 Item Mods ------------ Legendary Armor - f23d7b9f-563a-4a5a-b7c4-d572e2386ddf Legendary Weapon - 8b93c088-542b-46a8-a5a3-df0e74854157 Superb Weapon - 4aa940c7-6a95-4be7-ad33-651afb6d5dde Exceptional Weapon - b420d957-6932-4b02-8e02-1393b07f390d Fine Weapon - 7d7b81f7-7322-441f-a366-5d15d30379f5 AfflictionIDs ---------------- <<Body Afflictions>> Staggered - 63816b93-ffde-4ecc-9d02-4ed3821ae250 Dazed - 67277fcc-222e-4e5a-895e-a7fba406f215 Stunned - f9d7ee58-565d-471c-8743-49a73a5f22a9 Non_Affliction_Stun_Effect_Keyword - f15d7576-7296-43fe-a440-49d26f8acbf5 (stasis shell) Constitution Sickened - 6afb2f77-9f6f-47df-a5f4-833620ce0495 Weakened - 4a5db01f-8aa3-4b2d-92e6-946d616af3da Enfeebled - 447a11f1-528f-4ee7-b9dd-7558559338a4 Dexterity Hobbled - ca56695c-f3ec-4df3-8f1a-129514fbd5a0 Immobilized - 4733a65b-3598-45f5-9e28-b033d7c2eb36 Paralyzed - 61b4d85c-ab23-4071-8393-c8e9eddb507a Petrified (not in Dexterity AfflictionIDs list, but linked) - 18d62e11-5b22-40ff-9643-cdae28a0192a <<Mind Afflictions>> Intellect Aff_Confused - 584932e2-a825-4914-9d0d-fce3be5afa5a Aff_Charmed - 3a38c219-245e-4e60-bf1e-94bb101effe0 AFF_Dominated - 8c749c92-28e5-4160-9cce-4ae1b574b845 Perception Distracted - 336dd1d9-3367-4ef7-be0f-f1de3a0904f1 Disoriented - 35166ee4-7fb0-4c17-90fe-02384e51ed23 Blinded - f2f2315f-2d46-45b9-ad37-948e74724f43 Resolve Frightened - e81eac83-1b1b-4081-bee3-5609667b6690 Shaken - 9b9c4ee2-bf70-49a0-812c-c1ed6a1dbf22 Terrified - 6aa2ba0a-b879-4cf3-9b5c-0f919bcd213d Affliction Keywords -------------------- Body_Affliction - 13d9f275-8a57-4f99-9ead-ef798ce7c53a Mind_Affliction - 4cb9e779-269f-42e3-8855-feabb837d50c Affliction_Dexterity Keyword - 3863b3d1-5d16-46f6-b971-aaea803cd530 Affliction_Constitution Keyword - 84282d6d-16e1-4446-8363-12f12d2ed1dd Affliction_Intellect Keyword - 8efaa258-a1ec-46d3-9690-86445078b67d Affliction_Might Keyword - c3e2ddf8-7df5-4a4d-9b09-6410ff36e80c Affliction_Perception Keyword - 147667b0-6ef2-444e-b0e4-97622f3d8329 Affliction_Resolve Keyword - 1aa8802e-b5cf-4ac2-bd6a-dd619cde4e65 WeaponTypeIDs - Not Keywords --------------- Bows Arbalest - 2e9ee8be-aa84-47ba-8590-c9652cf9cb42 Crossbow - 3a67f4c2-3bfd-4665-ae85-3d654b333e91 HuntingBow - 7e80095e-047a-40c3-b85a-ca4fffdf7a4d WarBow - ca1e480d-aa0c-4433-86e9-80094e238766 Firearms Arquebus - 7269d072-f54a-4609-a2cf-585d7b2421ec Blunderbuss - 8076be03-6667-496d-b162-4b758a1fae58 Pistol - fd08a210-659c-44fa-821b-bd454e117ee8 Class Base Progression Tables Skill Tree IDs ------------------------------------------- cipher - 12ba861c-8f31-45af-869f-e02a9a677484 fighter - dcc7b7db-c31b-4075-869c-bd660bfe4ee2 ranger - d574de6c-f4cb-4948-9a71-fb372700e6a5 barbarian - 67621a56-397e-4fae-8e04-59890b25c7fc rogue - 958174ed-bef9-4d9b-9bc0-25bef1864623 monk - dc561d91-7bc9-4314-acff-837511566964 druid - 879d3662-bdf7-4585-99e4-0af2df117c50 priest - a52e8b61-9343-4716-8a55-3168be143cc4 wizard - 8b5635bf-28b1-4836-9712-66c99553ccf2 paladin - 7af80bf4-f8fc-48ff-b02e-884b2e7b12f9 Race IDs per characters.gamedatabundle ------------------------------------------- wilder - 834dbc64-f9d9-4f6c-a905-521715a4fbb9 Vessel - b5eecdb5-7a1e-41f8-844c-91238fe76444 Spirit - e1f03010-342b-4242-93a4-c92d6747c162 Primordial - f5a6d1c1-62bf-4dbf-bd63-67d053f843a0 Orlan - 25308722-9480-477a-94cf-d40b6fd0886e None - 35543a56-0f77-49d5-a32d-82f5d25dc0e6 Human - 74e606b7-022a-40af-858d-83dd90a98e62 Godlike - b85d4148-b922-43a2-831c-f189c0b3569d Elf - c3520c0a-dff9-45b1-9ee0-d905c933b62b Dwarf - 1f60b08e-1966-4bb6-8cdb-757294dcc18a Beast - 9ddbdd0b-3611-45c2-873e-bf0d9591f481 Amua - 5ea84750-17c7-419b-8beb-c121c5d68c55 Subrace IDs per characters.gamedatabundle ------------------------------------------- Xaurip - 4a285a85-875b-4717-bf5c-f5738fb9e099 Material Replacement IDs ------------------------ Temporal Freeze - 0bb22ee4-92f6-4def-8744-8c7988478d79 Stone/Petrified - bd7c71f8-0279-4c81-ba1b-1df90a18085a Iron - 94ba3150-fe9d-4eaf-9554-6d4f656d1598 Stealth/Invisible - 47a028fa-6dfb-49ae-b2d2-c605d5cff3cd Ice - d41a2e34-ae3b-4208-b40c-f42abe5c3b02 Gold - 9f81ee2f-4ba1-4856-a919-418d5e7a38bd Ghost - f0e55a4c-b18a-4d1d-9d52-78ca0de0831c Fire - bb757746-d14e-4eeb-adaf-02619fa32b63 Eothas - abef037b-f99c-40e9-8886-1999e55c863a Darkness2 - fcecd4af-c555-4ce6-80f2-2ad91b893a53 Darkness - 57b75701-4f28-4fc0-aaa7-82b05c6d69c2 Dark (ghost dark?) - 8df4545f-b848-488f-8823-87257b636297 Celestial - 170b7175-9e12-43d4-b451-acf28044925d Berath - bb525f8c-43f5-4f9c-aa59-22083bbe7cca Avatar - 99cb76db-2eb4-4856-b7dd-df8a9a002cd1 Ash - acaa7800-726f-4995-b743-bbb849276c39 Arkemyr's - 857e7a56-7ae6-4d07-9792-9bf3c1bb401b Tentacle (ghostly) - 18cde2f2-cb2d-4acc-b080-8d95d881a6dc Wael - 67ce2eba-4e05-48ed-b1fe-75d878a53dea Watcher - f304c7a0-933f-41d7-8b69-7337906b99ec Water - c72ab39d-4e67-4c5c-83b8-550f61db098f Water Tentacle - MaterialReplacementWater_Tentacle Wood - c03250ad-d49b-414b-8095-2be87a806ba9 Subclass GUID ------------------------- Berserker - af9a1ea8-c0d3-4724-95ca-0cf1564d36da Tactician - 42220e71-66c3-46bf-8b6f-44a3e84f29a2 (old mod version, removed) ----------------------------- Bleeding Afflictions - - - - - - - - Bleeding Affliction TypeID - b133d123-1b17-4a3e-9793-ad0963b3f216 Bleeding Light - b133d111-e0fe-426f-aecd-a823842cecea Bleeding Medium - b133d222-e0fe-426f-aecd-a823842cecea Bleeding Heavy - b133d333-e0fe-426f-aecd-a823842cecea EventValue -------------- OnLaunchesAttack "EventValue": "None", "EventValue": "OnActivateAttack", "EventValue": "OnAllyKO", "EventValue": "OnApply", "EventValue": "OnAttacked", "EventValue": "OnBeforeAttackRollCalculated", "EventValue": "OnClear", "EventValue": "OnCriticallyHit", "EventValue": "OnDamaged", "EventValue": "OnDealsDamage", "EventValue": "OnEngagedByOther", "EventValue": "OnEngageOther", "EventValue": "OnEngageOtherBroken", "EventValue": "OnHealthPercentBelow", "EventValue": "OnHitOrCriticallyHit", "EventValue": "OnHostileEffectExpired", "EventValue": "OnInterval", "EventValue": "OnLaunchesAttack", "EventValue": "OnMissed", "EventValue": "OnPostAttackRollCalculated", "EventValue": "OnPrimaryAttackHit", "EventValue": "OnRest", "EventValue": "OnScoringCriticalHit", "EventValue": "OnScoringGrazeHitOrCriticalHit", "EventValue": "OnScoringHitOrCriticalHit", "EventValue": "OnScoringKill", "EventValue": "OnSecondaryAttackHit", "EventValue": "OnUnconscious", "EventValue": "OnWeaponChange", "EventValue": "OnWoundAdded", "EventValue": "StartsAttackingSameTargetAsAlly",
  14. Dumping my ability modding notes for anyone else who might need it. Because testing isn't always perfect, some of this may prove to be incorrect, but I mod successfully with it. *I prefer to test abilities by adding the item to a ring (ring_rau) and then equipping the ring. The ability pops up in the class abilities menu +Then type toggleresourcelimit to be able to use the ability even if you're not in that class +passives already learned by your character will be the old versions, unless using a ring or something which does overwrite it! ! attacks.gamedatabundle is missing Launching Kick, flagellant's path upgrade, 198dcb3b-f4f2-4e86-8f7d-9416cfb86f96, wtf! abilities.gamedatabundle =========================== "UpgradeDescriptions": [ { "String": 2034 } ], "UpgradedFromID" --> links to another ability "AbilityClassID" --> Class that uses this ability "AbilityLevel": 5 "IsPassive" --> Puts it on the right hand side of level-up screen? "IsCombatOnly" --> Vital feature unique to abilities "UniqueSet" - looks like it's for groups of abilities that take an area (Storms, Walls are the only ones) "StatusEffectsIDs" - Applies Statuseffects to self or the attack if it's a full-attack ability (twinned shot) Non-Necessary --------------- "InterruptsOn": Hit,Crit,Graze,None,Miss? >>>WeaponAttackAbilityComponent (Weapon Attack Ability) "Type": "FullAttack" or Primary or Secondary or None (not used) "DefendedBy": "Count" <---no override, so inherits the weapon attack's info "AfflictionsDefendedBy": "Count" "AttackStatusEffectsIDs" - Additional StatusIDs to apply "IsMultiHit" - True = weapon attack applies in a line and goes through enemies like a beam "ProjectilePrefab" - overrides the projectile animation !Abilities that use WeaponAttackAbilityComponent can't link to a status effect AttackTargetOnEvent-->OnHit. OnApply works fine. Shackle_Shot was my problem for this. SharedTargetAbilityComponent can have PartyMember for abilities where you're hitting the same dudes progressiontables.gamedatabundle ================================= +Must include all code for a class, in my experience. The new code isn't added, it's replaced. Copy+paste it! +Two types of abilities here. Unlock, and AutoGrant. AutoGrant is added automatically I guess, unlock is chosen by the player. "AddAbilityID" "RemoveAbilityID" - for upgraded abilities, remove the old one "MinimumPowerLevel" - level needed to choose it (dual-class gets 1 power level per 2 levels) "RequiresAbilityID" - "Conditional" - for subclass restrictions or for upgraded abilities it'll require the old ability Conditional ==================== > "FunctionHash" - set to 0, the game creates a hash for this > "ParameterHash" - set to 0, the game creates a hash for this > "Parameters" - Subclass ID or Ability ID providing the restriction > "Operator" - 0=And, 1=Or, for multiple conditions in this Components section (the Operator just below "Conditional" should always be 0 though) > Example: "Components": [{ }, { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "Flags": "", "FullName": "Boolean ProgressionTableHasAbility(Guid)", "FunctionHash": -1793712019, "ParameterHash": 124907666, "Parameters": ["e1668937-c325-45ec-a53e-7fb9ba421abe"], "UnrealCall": "" }, "Not": true, "Operator": 0 }, { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "Flags": "", "FullName": "Boolean ProgressionTableIsSubclass(Guid)", "FunctionHash": 0, "ParameterHash": 0, "Parameters": ["36675937-fef0-4248-aef8-61d41844ea5f"], "UnrealCall": "" }, "Not": true, "Operator": 0 } Conditionals from any folder seem to be useable (/AI,/RPG,/Global, etc. in the Obsidian Game Data Formats documentation) "VisibilityConditional" - for subclass restrictions, same as conditional but restricts view of the ability IsAttributeScoreValue - conditional used in abilities like Colossal in lax3_abilities.gamedatabundle - allow abilities based on Attribute Score!! IsCurrentActionType(Guid, ActionType) - While whatever your commanded action is, i.e. whatever is in the circle above your character. ActionType not given in the official Obsidian documentation! You can see it used in aibehaviors.aibehaviorbundle. It appears to be the AIBehaviorType list in the Enumerations document, but "UseWaypoint" isn't on that list!! Could also be CustomAIActionType, which only has UseAbility, Attack, and UseItem "UseObject" "Attack" "ConsumeItem" "SwitchWeaponSet" "UseWaypoint" "Cast" "Grapple" "Move" "MoveToWaypointInCombat" So far I only know that Attack works. Grapple and some others not listed here don't seem to work for the Targeting conditional I tried. Boolean HasMoveRateEffectWithValue(Guid, Operator, Single) does not work +If you want to create a status effect based on if the enemy is alone, it was done with Azure blade by AttackEnemyOnEvent and the attack has a target conditional IsAllyCount Boolean HasStatusEffectType(Guid, StatusEffectType) work with "Invisible", as you'll notice it's actually never on your current effects when applied Boolean IsCurrentActionType(Guid, ActionType) doesn't activate and deactivate abilities for the ActivationPrerequisites well, for "Cast" action type +From the Improved Single Classes Mod: "Prior version will incorrectly grant abilities to multiclass characters. Apparently HasClass is not supported on a progressiontable, only ProgressionTableIsClass, which doesn't seem to check for other classes outside the current table." ActivationPrerequisites (in abilities) appears to start the effect on the conditional, but also cancel it when that condition is no longer true! - my Abbadon's Ultimate ability Respair did this when it was just an activation conditional and one StatusEffect. It would trigger when HP was 20% then immediately disappear ------------------- Typically in Boolean algebra, R1 and R2 or R3 would be evaluated like (R1 and R2) or R3, but that's not the case here. The conditionals are evaluated in order. If any AND conditional is false, the whole condition fails. If any OR conditional is true, the whole condition passes. In either case, evaluation will short-circuit (not evaluating any more conditionals). If neither of those things occur, the result is based on the operator of the last conditional. If it's AND, the result is RN (the result of the last conditional) If it's OR, the result is RN OR RN-1 As far as I can tell, the evaluation order is left-to-right (top-to-bottom in JSON) ------------------- Instances =================== Target - 1a26e100-0000-0000-0000-000000000000 - sometimes really needs a connected attack to work Attacks =============== +Damage and other basic attack stats isn't modified after the attack is launched, even if it's a projectile that takes time to hit new foes (not sure about bouncing) +Bounce damage can go down but it can't go up via AttackOverride: FullAttack because the bounce data only works for the Attack in that gamedata (momentum_shot) +Each bounce is another chance for a linked effect to occur "OnApply" +Attacks must have a ForcedTarget (and maybe AffectedTargetType) that allow for the connected attacks to start. So A hostile attack that also heals friends in an AOE can't have ForcedTarget: Hostile. +Targeting and Visual effects are why your abilities don't work. VFX are finicky and targeting works when consistent succession of attacks. +TeleportAttacks can't have Require****Object: true +TeleportAttacks only hit a location so effects won't work unless they are also targeting a location (AOE spells) +TeleportBeamAttacks can have Require****Object: true +ForcedTarget can be "None" or "Self" but not much else. Can't be "Friendly" or "Ally" etc. +Attack targeting appearances (red circle vs yellow circle) can be overridden by "HostilityOverride" Defunct Status Effect Types, Ability Types, etc. ================================================ +"PassiveAbility" (different than IsPassive: True) abilities don't work when copied. They're special because Nothing refers to them so they somehow work on their own. +IsMarked: True doesn't seem to work at all. +MarkedPrey doesn't seem to work at all. Nothing references the PassiveAbility, so maybe just using another means of applying the desired StatusEffect works. (worked for me in Clear Shot) +EngagementRadius doesn't seem to work +BonusHealingMult can't use attack filter, even though BonusHealMult can +VerticalLaunch, when stacked, doesn't apply all the stacks immediately, or at least they decrease rapidly on the gui. After a few launches, especially with a lot of stacks (100 stacks of 1), the launch time for any future launch becomes much longer and inconsistent. +Boolean HasStatusEffectType doesn't work with "Immunity" or "AfflictionImmunity" but it does work with "AfflictionResistance" ! +BeneficialEffectDurationMultiplier doesn't seem to work +BonusPotionEffectOrDurationPercent definitely doesn't work +DamageMinimum doesn't work with negative values, at least +OnSuccessfulInterrupt doesn't seem to work, and is never used +EnemiesNeededToFlankAdj does nothing when -1, or at least the minimum is still 2 +DOTTickMult works but it's visuals are screwed up to be negative when it should start with a plus sign, so overwrite with a text string +16 statuseffects appears to be the limit, seen at Minor Avatar and not working with more unless child effects are linked to them +UnadjustedDamageBonus doesn't show up in the combat log, the end damage is just bigger from that multiple of your initially rolled damage - also doesn't show up in text correctly, but it does use the attack filter +DamageMinimum does work but doesn't adjust the maximum damage in the GUI, so it looks wrong. Also it can use the attack filter +SuspendHostileEffects doesn't use the attack filter +"None" effects that also use "Transfer" can cause the ability description to freak out and say object not defined, only curable by changing SE type StatusEffects =================== +You just can't have some VFX on status effects. The mod won't load. prefabs/effects/abilities/monk/fx_flagellants_path_tp.prefab is one of them. +You can link an effect to the caster, even if the effect must be a Child (Affliction), the affliction effect can be Transfer, which links to an identical effect for the caster - So Child-->Transfer-->statusEffect works +ApplyOverTime only works for straight values, and is only used for Health and Damage by Obsidian +StackedChildrenApplyEffects "true" makes things stack that aren't stacking. In my Fireform attack, a stacking ApplyOnTick ApplyStatusEffectOnEvent applying a stacking DamageMult wasn't stacking the DoT applications, it was only applying at the interval rate, until StackedChildrenApplyEffects "true" +You can't increase the duration of outgoing effects, only afflictions. Duration has to be extended as they are received or existing +"Boolean IsStatusEffectCount(Guid, Guid, Operator, Int32)" is used for effects based on number of stacks Stun -------------- "ef17d967-79f8-4cb6-ae93-a19e4d3eb8d2", Might -5 (all these have infinite base duration) "9fd4396f-b41b-40f7-9d7f-049d1ab466b9", Penetration -4 (useless unless "Stunned" effect is resisted. It's here b/c lesser afflictions) "45537b43-aa00-4ee7-8f70-84f60a6b1d65", Stunned (infinite base duration) "b83921b4-08a3-4327-a33b-365580ac88ad" Deflection -10 ----------------- +AoEMult is not AOEMult like in the enumerations manual +OneHitUse will apply to the attack of the ability and expire if it's linked from the abilities section, but this only works for my code if I do this too: "TriggerAdjustment": { "TriggerOnEvent": "OnPostAttackRollCalculated", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "true", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 1, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "true", "ChanceToTrigger": 1 - The problem with this is that it clears after the first instance, so AoE attacks are only affected by the effect for one random target in the AoE - You can't link it via ApplyStatusOnEvent (OneHitUse) --> StatusEffect (OneHitUse) because it stays on the character forever! Unlike official code But it finally goes away if you attack with something that's NOT part of the OneHitUse AttackFilter criteria. Ability instead of spell, etc I'm doing it exactly like strike the bell's penetration and it's not working The frickin' melee attack that was just for visual flair was ruining a lot too. Skill at least started when I took that out. - AoEMult doesn't work with it either, looks like +OneHitUse will work perfectly if in a WeaponAttackAbilityComponent under the AttackStatusEffectsIDs section +Having statusEffect directly in the ability seems to flow down into all or some of the attacks of that ability (clear shot_test_2) +Bounce damage can go down but it can't go up via AttackOverride: FullAttack because the bounce data only works for the Attack in that gamedata (momentum_shot) +Bounces don't repeat if you make it hit InRangeOrder true +UseCharacterLevel": "true" in power level scaling can cause the effects to not load Apply/AttackOnEvent ---------------- +The target is you, unless it's an SE in an Attack or ApplySEtoEnemy +the OnEvent statuses use the attack filter when the event is relating to an attack. +OnActivatesAttack effects before the attack is launched, and triggers for subsidiary attacks, not just attacks launched from an animation +OnLaunchesAttack does not target the enemy, it targets the self for the status +OnLaunchesAttack is before attack rolls occur for that attack +AttackOnEvent can't have Visual Effects. The mod won't load. +ApplyStatusEffectToSelfByDamageTypeReceived is a delicate, frustrating baby that you don't want to work with when you test this you need to take godmode off +ApplyStatusEffectToSelfByDamageRecieved and the damage statusEffect linked to it might need to be IsHostile "true" if the damage is instant!! (I've done otherwise) +OnClear doesn't trigger from Child effects expiring +OnEngagementByOtherBroken triggers every enemy attack if something like an aura is decreasing their max engagement +StatusEffectsOnAttackIDs (in the ItemMod) applies the effect to the target hit, but be careful because this is never used +When in godmode you don't count as OnAttacked +OnAttacked doesn't include OnMissed, it's only when you're grazed hit or crit +AttackEnemyOnEvent requires a 1 in the Value as it represents the percent chance to trigger! AttackFilter ---------------- +weapon attack abilities and their secondary effects don't register with this, unless source: weapon is included, and they're never a class ability +the OnEvent statuses use the attack filter when the event is relating to an attack. +Source: NonSpellAbility will apply to -all- attacks if alone, and applies to all abilities, even spells, of the ClassTypeID if defined +TargetType can be SingleTarget, AOE, or None (default) +AdjustDurationOfHostileEffects doesn't ever use Attack Filter in the Obsidian code +AttackTarget TargetHostility is Default, Hostile, or NonHostile +TargetHostility can use HostileEver, but this ignores a lot of attacks, mostly only working on melee or teleport+hit attacks +TargetHostility Nonhostile doesn't seem to trigger attacks from you onto allies (tried OnScoringHit, attack filter nonhostil, targetfilter nonhostile) +AttackFilter and AttackTargetFilter work fine with multiple keywords and inspiration keywords, but sometimes they don't Ex: My Rightousness ability was based off of High and Mighty, which do the same thing, but Righteousness didn't work +"Not" works like Not OR NOT when multiple keywords are used +AttackFilter HealthPercentage doesn't work with DamageMultiplier, you have to have an ability w/ conditional based on HP AttackTargetFilter does work though +ApplyStatusEffectToEnemyByDamageDealt automatically uses the attack filter, damageType AND can (not must) use the event value for OnScoringGrazeOrHitOrCriticalHit +"NonHostile" isn't in any attack filters and didn't work with AoEMult +Attack Speed doesn't seem to use the Attack Target filter +ClassTypeID is the class value ID and doesn't work by itself, but does when "source" parameters are used (spell/NonSpellAbility) - weapon attack abilities are not affected, and are instead affected by weapon-only effects without the ClassTypeID involved - even if source "Weapon" is used +DefendedBy must be "Deflect" instead of deflection Does StatusEffectDefense work? Not used in ANY files. Would be awesome to have defense vs. "Stunned" or "KnockUp" for example. AdjustBeneficialDuration doesn't use the attack filter, it can use KeywordValueID though! It isn't impossible to react when someone misses you---Soul Mirror is the only ability that uses AttackHitType": "Miss", with AttackReflectChance Trigger Notes ---------------- ? When using ApplyStatusEffectToEnemyOnEvent then AttackTargetOnEvent, which is now on the enemy, the Trigger section counts the enemy as the "effect target" but the attack still comes from you, right? (ex: Soul_Storm_Stack) +OnMovementEnd sometimes "doesn't work" because it triggers automatically an extra time, immediately when you don't want it to! - So if you have it cancel on the 2nd time, via MaxTriggerCount: 2, RemoveEffectAtMax: True, then it works as intended - I can't tell when exactly it triggers, but apparently at the end of casting, and at rest. Maybe the beginning of the current action. +When this isn't done in a way the game likes, it will cause your ability to not show up +OnHit is not an event! OnPlainHit is. +ApplyStatusEffectToSelfByDamageRecieved is 1) spelled incorrectly, and 2) doesn't work if you have God mode on! The damage is logged but doesn't trigger!! +OnMissed didn't trigger in the TriggerAdjustment when I used it to try and clear a status giving defense up to one miss +StartsAttackingSameTargetAsAlly begins the instant you and someone else start targeting the same target +OnUnconscious happens just before death, so clear on death still works with it +OnHealthPercentBelow and OnHealthPercentAbove simply do not work as a trigger unless you're Obsidian I guess. Try the AttackTarget filter instead +OnApply doesn't work for stacking effects because they're stacked instead of being reapplied. They're already applied. No effect unless otherwise applying. Basic TriggerAdjustments -------------------------- "TriggerAdjustment": { "TriggerOnEvent": "OnLaunchesAttack", <----When you attack, below will happen "TriggerOffEvent": "None", "ValidateWithAttackFilter": "true", "ParamValue": 0, "ValueAdjustment": 1.05, <----Value of StatusEffect will be x105%. Multiplicative! "DurationAdjustment": 5, <---Duration of StatusEffect will be +5 seconds "ResetTriggerOnEffectTimeout": "false", <---only used by one StatusEffect "MaxTriggerCount": 10, <---Will stack 10x "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "true", <----remove effect at max stacks for this condition "ChanceToTrigger": 1 <---This adjustment will happen every time you launch an attack Ranged Attack Notes ---------------------------- +"ProjectileCountAdjustment" on Abilities must be 0 if you want additional ranged attack rays per level (every 2 power levels) - It looks like this only works if everything else is default too, on the abilities side of it, not the attack side - Actually it looks like it only works if you copy my arc_nova wizard ability and multiHit_ray attack. It seriously only works if you paste that code, then change it. What Counts as An Attack -------------------------------- +AoE pulses don't count +RandomAoE pulses (AoE in AoE) do count as attacks, but probably not an attack launch Keywords ------------------- +HasKeyword is only used for attacks and companion statuseffects. +Keyword conditionals don't appear to work with affliction/inspiration keywords ?+AttackTargetOnEvent is it possible to add keywords to these attacks? Removing Statuses ------------------- +"Immunity" status effect with the keyword in the AttackFilter clears the statuses with that keyword and makes immune to those keyword attacks Immunities ----------------- +Armor immunities should be implemented via ArmorRating 999. The AI glitches and repeatedly attacks that person fast after their unresponsive hit, and the hits can get queued and then released all at once when the ArmorRating becomes reduced lower than 999 Stacking --------------------- +Multiple StatusEffects that do the same thing but for different reasons? --> "StackingRuleOverride": "Always" in the Ability section - or only the highest DamageMultiple bonus will take effect, for example Unlisted Special Ability/Attack/StatusEffect GameData Types --------------------- AttackAuraGameData (attacks.gamedatabundle) - on a few attacks in expansion Lax3 - This is awesome for auras on you affecting enemies, but you can't extend the duration on events AttackGrappleGameData AttackFirearmGameData Push and Pull -------------- +Pushing can cause enemies to bounce if you apply multiple statuseffect pushes +pushes don't apply if the push would cause it to go past a wall. They're applied, but the target doesn't push, just gets hit there +Pushing is more smooth if done by chaining attacks that push, like my air nova spell DynamicValue -------------- +Multiplies the Stat by the MultiplyBy factor and adds it to the BaseValue e.g. Ardent_SE_Will StatusEffectType "Will", BaseValue 20, DynamicValue Stat "Health", MultiplyBy -15, Operator "Add" (never change this) Add -15 Will multiplied by the target's current health ratio, to the constant base value of 20, for total of +5/+20 Will at Min/Max HP GUI Tricks ---------------- + Current Effects is slightly different than the ability GUI. It will have some abilities that are AppliedOnEvent that don't show in ability previews. + ApplyStatusEffectOnEvent x2 or x3 hides something from the ability GUI, but puts it on the Current Effects if the intermediary ApplyStatusEffectOnEvent are instant. + If you hide abilities from GUI you can also force it to show all status effects, but this often doesn't get what you need + Afflictions show up in their own group listing of status effects in the summary, so they'll be bundled up + If something is showing up in a bad order, it's because it's part of a different attack, target, or duration group. Attack vs. a defense type, vs. a hostility type, target type, Infinite, Instant, Affliction etc. +"None" effects that also use "Transfer" can cause the ability description to freak out and say object not defined, only curable by changing SE type Deep Mechanics ---------------- +Negative "Health" effects appear to be treated as damage, as they are steepened with damage% bonuses
  15. I can't edit the old post....so here's an unsolicited new list: >>>Purple ----------- prefabs/effects/library/prologue/fx_pallid_knight_head.prefab - purple eyes? prefabs/effects/abilities/wizzard/fx_minolettas_piercing_sigil_se.prefab (loop) - small purple gyroscope near you prefabs/effects/abilities/wizzard/fx_minolettas_missile_salvo_se.prefab (loop) prefabs/projectiles/creature/fx_anima_cloud_projectile.prefab - beautiful indigo small ball-streak surrounded by large orbit of spiraling purple streaks around it, big diameter but sparse, elegant prefabs/projectiles/creature/fx_anima_ward_projectile.prefab - Tayn's big ball purplish and indigo big glittery cloud trail prefabs/projectiles/wizard/fx_caedebalds_blackbow_projectile.prefab - purple prefabs/projectiles/rot_skulls_projectile.prefab - purple prefabs/projectiles/wizard/fx_arkemyrs_wondrous_torment_projectile_small.prefab - serpentine motion indigo purple almost fully tubular cloudy trail prefabs/projectiles/wizard/fx_concelhauts_draining_missles_projectile.prefab - beautiful big purple indigo galactic smokey trail with white missile head, like citzal's martial power prefabs/projectiles/priest/fx_spiritual_weapon_wael_projectile.prefab - purple smokey white-trailed beam Phantom Foes hit looks like a really cool indigo+white ethereal fire prefabs/effects/abilities/creature/skuldrak/fx_skuldrak_screech_aoe.prefab - purple fan about 145 degrees, with hard-lined points at the edges, classy prefabs/effects/abilities/rogue/fx_withering_strike.prefab - purple event-horizon shaped white ball inside Crippling Strike (purple slice with purple sparks) prefabs/effects/abilities/rogue/fx_vital_strike.prefab - purple+white slice/cut going down and slightly diagonal Piercing Sigil - long streaks outbursting, possibly a circle-flare prefabs/projectiles/fx_projectile_dagger.prefab - small star effect <> prefabs/projectiles/wizard/fx_minolettas_missile_salvo_projectile.prefab prefabs/projectiles/wizard/fx_minolettas_minor_missles_projectile.prefab prefabs/projectiles/wizard/fx_thrust_of_tattered_veils_projectile.prefab prefabs/projectiles/wizard/fx_minolettas_concussive_missles_projectile.prefab Disciplined Barrage - big black-hole type of whitish purple on the center of your body prefabs/effects/abilities/cast/fx_cast_wizard_enchantment.prefab (loop) - purple glowing shining swirling for wizard hands prefabs/effects/abilities/cast/fx_cast_wizard_enchantment_rhand.prefab (loop) - purple glowing shining swirling for wizard hands dark cloud ball shiny white purple bursting out (loop) - prefabs/effects/abilities/creature/ukaizo_guardian/fx_consume_essence_se.prefab smoke puff and purple fireworks shoot up away - prefabs/effects/abilities/creature/engwithan_sentinel/fx_volatile_wave_aoe.prefab ripple and souly purple cloudball - prefabs/effects/abilities/creature/ukaizo_guardian/fx_enervating_blast_hit.prefab Nature's Terror - awesome ripply swirl around you with purple glowies and awesome blue electric orb hits Call to Slumber - gentle purple aoe + overhang affect for a little afterwards prefabs/effects/abilities/creature/engwithan_titan/fx_titan_slam_hit.prefab prefabs/effects/abilities/creature/engwithan_titan/fx_titan_slam_miss.prefab prefabs/effects/abilities/cipher/fx_reaping_knives_hit.prefab - light purple smoke Rot Skull - skull flying Confusion - purple streaks swirling around a light purple cloud Nature's Terror - awesome ripply swirl around you with purple glowies and awesome blue electric orb hits mundane purple cloud white glowy core with great ripple outwards and a few great purple spark ejections - soul_suck_hit purple eye glow - visage of death's herald awesome fireball shaped purple cloud with glowy threads and a ripple - prefabs/effects/abilities/creature/soul_collector/fx_soul_collector_absorb_essence.prefab prefabs/effects/abilities/creature/lax03/fx_dreambeast_shimmerstep.prefab (loop) - streaking ripple and very slightly purple prefabs/effects/abilities/cipher/fx_soul_shock_aoe.prefab - purple portal-looking ellipse prefabs/effects/abilities/paladin/fx_hastening_exhortation_start.prefab (loop) - pretty light-purple + orange little ball that streaks with motion. Looks really cool when used as a hit (circles drifting past the hit) prefabs/effects/abilities/paladin/fx_hastening_exhortation.prefab - round vortex cone swirls of purple and orange streaks, classy and versatile Borrowed Instinct - good for teleportation graphics, a purple wind blows out from the target after a big star/sparkle animation. prefabs/effects/abilities/creature/lax03/memoryhoarder/fx_memory_hoarder_release_the_screams_launch.prefab - a bunch of souls slowly come out of a big AOE ground prefabs/effects/abilities/creature/lax03/memoryhoarder/fx_memory_hoarder_release_the_screams_impact.prefab - big ring-cloud shoots down to you, leaving smoke in it's wake prefabs/effects/abilities/creature/lax03/memoryhoarder/fx_memory_hoarder_call_to_aid.prefab - big vortex with a cloudy texture prefabs/effects/abilities/rogue/fx_shadowing_beyond_small.prefab (loop) - purple streak only on movement prefabs/effects/abilities/wizzard/fx_citzels_martial_power_sm.prefab (loop) - purple floaty specks, Citzal's Martial Power prefabs/effects/abilities/wizzard/fx_citzels_martial_power_chest.prefab (loop) - purple floaty specks?, Citzal's Martial Power prefabs/effects/abilities/fx_watcher_empower.prefab - just a purple effect, could be for anything prefabs/effects/abilities/creature/soul_collector/fx_soul_collector_light.prefab (loop) - purple lighting (not rays, just lighting) prefabs/effects/abilities/creature/soul_collector/fx_soul_collector_weapon.prefab (loop) - purple lighting and white-glowy purple streaks dancing around. prefabs/effects/abilities/cipher/fx_soul_ignition_hit.prefab prefabs/effects/abilities/creature/soul_collector/fx_soul_collector_entropic_shroud.prefab - shield around you and pink light source? no loop? prefabs/effects/environment/lax02/fx_portal_02.prefab - white semi-sphere door glowing pink smoke prefabs/effects/environment/lax02/lax02_fx_blessing_of_the_shattered_realms.prefab - ripple and white burst glowing pink smoke prefabs/effects/abilities/creature/lax02/lax02_fx_shambling_soul_death.prefab - purple explosion, semi-poof style prefabs/effects/environment/lax02/fx_cs_guardian_soul_fragments.prefab (loop) - 4 rays flowing quickly in all cardinal directions with soul wisps prefabs/effects/abilities/creature/lax02/fx_wandering_soul.prefab - white light glowing pink with purple wisps around it (can be a skin mesh) prefabs/effects/library/prologue/fx_player_body_wisps.prefab (loop) - horizontal purple sheen, very classy, but should be on ground - or applied on multiple points of the body prefabs/effects/environment/vailian_district/fx_watcher_energy_loop.prefab - small black ring around the target, purple light rays streaking up prefabs/effects/abilities/priest/fx_prayer_against_imprisonment_se.prefab - small runed circle with a light version of it floating upwards prefabs/effects/abilities/creature/lax03/vithrack/fx_psychic_dispersion.prefab (loop) - subtle shield that bends light a little, and does loop - as a hit effect this does an oval ring up around the target prefabs/effects/environment/lax02/lax02_fx_spirit_death.prefab - pink, black poof prefabs/projectiles/lax02/lax02_fx_tear_reality_projectile.prefab - violet magic comet missile with black streaks prefabs/effects/environment/lax02/lax02_fx_shattered_realm_engwithan.prefab (loop) - awesome glowing purple that shadows your movements prefabs/effects/environment/lax02/lax02_fx_engwithan_adra_energy.prefab (loop) - soft tendrils of purple light swirling long cone from your front prefabs/effects/abilities/creature/lax02/spirits/lax02_fx_shambling_soul_mesh.prefab (loop) - hazy smoke with a thin line of soul energy leaking out and down prefabs/effects/abilities/creature/lax02/spirits/lax02_fx_shambling_soul_head.prefab (loop) - purple white dots dribbling out in a tiny sparse cone from front prefabs/effects/abilities/creature/lax02/scourge/lax02_fx_scourge_cast.prefab (loop) - neon glowing ball and light spikes, with black center, debris sucking into it prefabs/effects/environment/lax02/fx_portal_01.prefab - smoky glowy archway door portal prefabs/effects/environment/lax02/fx_portal_02.prefab - longer smoky glowy archway door portal prefabs/effects/environment/lax02/lax02_fx_engwithan_chains_01.prefab - helix of a few purple translucent strands, not flexible for use, not close to attach point prefabs/effects/environment/lax02/lax02_fx_portal_out.prefab (loop) - glowing circle opens and closes, then streaking lights keep flowing out in a fan shape - this looks very cool attached to you prefabs/effects/library/prologue/fx_watcher_between_mesh.prefab (emission mesh) (loop?) - ??? prefabs/effects/abilities/cipher/fx_soul_ignition_se.prefab (loop) - awesome flickers flowing out of you, lingers and dances on movement as well prefabs/effects/abilities/creature/lax03/memoryhoarder/fx_memory_hoarder_steal_identity.prefab - purple smokey hit cloud, very generic and soft prefabs/effects/library/prologue/fx_soul_between_mesh.prefab (loop) - light purple dots as you move, small purple smokey light flame prefabs/effects/library/prologue/fx_soul_suck.prefab - purple strings draining downward horizontally, with a light burst at the beginning, may always be left to right prefabs/effects/environment/lax03/fx_screaming_pillar_death.prefab - huge purple very white core spikey pillars upward in flash with purple smoke prefabs/effects/environment/lax03/fx_pedestal_incorrect - purple soul tubes spraying outward and up prefabs/effects/environment/lax03/fx_heart_stoppers.prefab (loop) (or non-loop) - 3 moon orbs above to the left, look great, there is a fx_heart_stoppers_end effect also prefabs/effects/environment/lax03/fx_crystal_archives_purple.prefab (loop) (or non-loop) - purple light source, soft purple and grey smoke clouds drifting up prefabs/effects/environment/lax03/fx_book_stacked_rise.prefab - purple flutterings in a soft cone from above, if attached prefabs/effects/environment/fx_soul_glow.prefab (loop) - black orb, pink glow around it, offset from the target position, smoke to the source, pink swirly wisps around the orb prefabs/effects/environment/fx_stone_glyphs_01.prefab - glowing pink door/square above the target, with green specks below. Don't attach, ground only prefabs/effects/destructibles/fx_sigil_of_blindness_active_ball.prefab (loop) - small pink orb, creates a purple flame every .2 second or so that lingers so as to stack the effect prefabs/effects/destructibles/fx_sigil_of_fear_destroyed.prefab - purple hit of electricity prefabs/effects/abilities/creature/engwithan_hierarch/fx_abducting_beyond.prefab - burst of purple Purple AoE ----------- Bewildering Spectacle Llengrath's safeguard - simple small pointy corrugated aoe with smoke clouds at end of ring prefabs/effects/abilities/cipher/fx_screaming_souls_aoe.prefab - purple shine-burst with small electricity, huge ripples outward prefabs/effects/abilities/creature/ukaizo_guardian/fx_anima_cloud_aoe.prefab - huge ripple and faint purply cloud somewhat swirl motion, some light purple dots prefabs/effects/abilities/creature/lax03/vithrack/fx_psychic_dispersion_aoe.prefab - purple translucent dome like circle of protection/chronosphere sigil of darkness - black cloud ring/nova pushing out, with some purple hints to the effect imp teleport - purple flat nova burst prefabs/effects/abilities/creature/lax03/fx_celestial_spectre_nova.prefab (scale) - like a supernova, especially if it pulses prefabs/effects/abilities/cipher/fx_echoing_shield_aoe.prefab - white spark with blue outline surrounded by soft indigo disruption waves prefabs/effects/environment/soul_effects/fx_soul_fall_player.prefab - big light shine bursting from ground, swirling purple and a little black prefabs/effects/environment/lax02/fx_dracolich_attack_cutscene.prefab - purple comet slams down prefabs/effects/abilities/creature/lax02/dracolich/lax02_fx_dracolich_breath_of_the_void_pull.prefab (scale?) - big purple explosion prefabs/effects/abilities/creature/lax02/dracolich/lax02_fx_dracolich_breath_of_the_void_cone.prefab (scale) (loop?) - black purple smoke waves in a cone prefabs/effects/environment/lax02/fx_cs_dracolich_breath.prefab - glowing purple white core spray in a cone after 3s delay with black puff at origin prefabs/effects/environment/lax02/lax02_fx_portal_out.prefab (loop) - glowing circle opens and closes, then streaking lights keep flowing out in a fan shape - this looks very cool attached to you - looks even cooler attached to a bunch of people prefabs/effects/abilities/cipher/fx_mind_wave.prefab - fan-of-flames style purple smoke prefabs/effects/environment/fx_swirling_mist.prefab - big rainbow of flowing spirit smoke flows in an arch over the area then disappears. Ground, PositionRotation prefabs/effects/destructibles/fx_sigil_of_fear_attack.prefab (scale) (loop?) - purple light nova with purple smoke flame in the center prefabs/effects/destructibles/fx_sigil_of_blindness_attack.prefab (scale) (loop?) - purple fire with black smoke nova with a taller version of the same in the center Purple Item ------------- prefabs/effects/items/weapons/fx_magistrates_cudgel.prefab >>>Yellow --------- prefabs/effects/abilities/chanter/fx_animated_great_sword_summon.prefab (loop) - golden white wave in a thin tube, classy, awesome on spear, big sparks on jump! prefabs/projectiles/druid/fx_firebug_projectile.prefab - yellow fire-ish projectile that looks a bit like the front of a shockwave, gold glitter path, very clean prefabs/effects/abilities/paladin/fx_eternal_devotion_gold_chest.prefab - yellow fire prefabs/effects/abilities/paladin/fx_eternal_devotion_gold_se.prefab (loop) - yellow fire prefabs/effects/abilities/paladin/fx_eternal_devotion_gold_root.prefab (loop) - yellow fire? Blessing - Holy yellow prefabs/projectiles/chanter/rejoice_my_comrades_two_projectile.prefab - yellow headed, purple edged middle, white centered big beam missile like sungrazer prefabs/projectiles/creature/fx_spore_dank_projectile.prefab - yellow particles with purple haze prefabs/projectiles/creature/fx_spore_cloud_projectile.prefab - glowing green thin streak with dots around it and purple haze around it prefabs/projectiles/creature/fx_corrosive_strike_projectile.prefab prefabs/projectiles/creature/fx_corrosive_splash_projectile.prefab prefabs/projectiles/paladin/fx_healing_chain_projectile.prefab prefabs\/projectiles\/ranger\/fx_heart_seeker_projectile.prefab Nature's bounty - gold rays and plants on the bottom prefabs/effects/abilities/wizzard/fx_familiar_sparkle.prefab (loop) - gentle sparkle radiant shining aura around character (not looping) - prefabs/effects/abilities/summon/fx_ogre_summon small ring of gold spark-rays fall down (or up?) your body - prefabs/effects/items/armor/fx_rightful_vengeance.prefab prefabs/effects/abilities/monk/fx_flagellants_path_tp.prefab - yellow slashes in a slight cone formation making a big yellow arrow shape prefabs/projectiles/items/fx_sungrazer_meteoric_projectile.prefab (awesome white and orange tipped streak, thin as Chain Lightning) prefabs/effects/abilities/fighter/fx_guardian_angel.prefab - yellow sparkles going down in a sphere around you and At The Sound of His Voice - yellow lightning flowing on your body, could be energy too prefabs/effects/abilities/paladin/fx_hands_of_light_target.prefab - ray of light prefabs/effects/abilities/priest/fx_light_of_eothas.prefab - ray of light ground hit prefabs/effects/library/fx_level_up_character.prefab prefabs/effects/library/fx_beacon.prefab - ground burst of light, slight pillar of light, slow swirl of gold light around base prefabs/effects/items/weapons/fx_torchflame_wpn.prefab (loop) - gold sparkle, flame, and smoke and heat waves and light source prefabs/effects/fx_spell_turning_wheel.prefab - gold flame with strong sphere of light right around it prefabs/effects/abilities/fx_cast_priest.prefab - blessed golden sparkly effect, doesn't loop prefabs/effects/environment/lax03/fx_light_temple.prefab (loop) - nice small orb-like yellow smoke cloud prefabs/effects/environment/fx_godrays.prefab - light rays slowly forming. Don't attach, don't PositionRotation prefabs/effects/destructibles/fx_sigil_of_pain_hit_reaction.prefab - quick lighting and sparking Yellow AoE ------------ prefabs/effects/items/bombs/fx_bomb_noisemaker_aoe.prefab (loop) - sparkcracker yellow sparks prefabs/effects/abilities/creature/sand_blight/fx_sandblight_scirocco_aoe.prefab prefabs/effects/destructibles/fx_sigil_of_pain_attack.prefab - yellow-orange fire nova >>>Blue --------- prefabs/effects/abilities/chanter/fx_the_thunder_rolled.prefab (90 cone) prefabs/effects/miss/fx_miss_cold.prefab prefabs/effects/abilities/creature/ice_blight/fx_ice_blight_spray_of_ice.prefab (145 cone) prefabs/effects/abilities/fx_watery_double_drops.prefab (loop) - chest prefabs/effects/abilities/monk/fx_lightning_strikes_hand.prefab (loop) prefabs/effects/abilities/monk/fx_lightning_strikes_cast.prefab prefabs/effects/abilities/monk/fx_swift_strikes_hand.prefab (loop) - sky blue glow prefabs/effects/abilities/monk/fx_swift_strikes_cast.prefab prefabs/effects/abilities/paladin/fx_eternal_devotion_blue_chest.prefab (loop) - blue fire prefabs/effects/abilities/paladin/fx_eternal_devotion_blue_se.prefab (loop) - blue fire prefabs/effects/abilities/paladin/fx_eternal_devotion_blue_root.prefab (loop) - blue fire? prefabs/effects/abilities/paladin/fx_sacred_immolation_blue_chest.prefab (loop) prefabs/effects/abilities/paladin/fx_sacred_immolation_blue_se.prefab (loop) prefabs/effects/abilities/paladin/fx_sacred_immolation_blue_root.prefab (loop) prefabs/effects/abilities/creature/ice_blight/fx_ice_blight_ice_spikes.prefab (loop) prefabs/effects/abilities/racial/fx_moon_godlike_head.prefab (loop) prefabs/effects/abilities/druid/fx_avenging_storm_chest.prefab (loop) prefabs/effects/abilities/druid/fx_avenging_storm_joint.prefab (loop) prefabs/effects/abilities/druid/storm_fury/fx_storm_fury_chest.prefab (loop) prefabs/effects/abilities/druid/storm_fury/fx_storm_fury_head.prefab (loop) prefabs/effects/abilities/druid/storm_fury/fx_storm_fury_leg_r.prefab (loop) prefabs/effects/abilities/druid/storm_fury/fx_storm_fury_leg_l.prefab (loop) prefabs/effects/abilities/druid/storm_fury/fx_storm_fury_joint_r.prefab (loop) prefabs/effects/abilities/druid/storm_fury/fx_storm_fury_joint_l.prefab (loop) prefabs/projectiles/creature/fx_spore_tendril_projectile.prefab - thin blue line with sparkly blue mist prefabs/projectiles/wizard/fx_arcane_assault_projectile.prefab - blue comet prefabs/effects/abilities/paladin/fx_lay_on_hands_greater_target.prefab prefabs/effects/abilities/paladin/fx_lay_on_hands_greater_start.prefab (loop) blue+yellow+white center orb of dragging light prefabs/effects/abilities/monk/fx_clarity_of_agony.prefab - spinny blue-purple/white-middle lines with similar center, fading into a haze, about 1m radius prefabs/projectiles/creature/fx_engwithan_hierarch_rod_projectile.prefab (multihit) - classy blue thin magic line with white middle prefabs/projectiles/creature/fx_engwithan_saint_rod_projectile.prefab - ice-looking medium sized blue+white classy projectile, brief frost trail prefabs/effects/abilities/wizzard/fx_ninagauths_shadowflame_start.prefab - smokey blue cloud that trails smokily, classy prefabs/effects/abilities/priest/fx_hand_of_weal_and_woe_hit.prefab (loop) - pretty big bright white cloud outlined by light blue w/ light blue spark streaks coming out and a frosty blue smoke lingering effect potion of invisibility - swooshy blue streaks and a subtle burst that is pretty large in a globe around caster, quick prefabs/projectiles/wizard/fx_chain_lightning_projectile.prefab prefabs/projectiles/items/fx_ball_lightning_projectile.prefab prefabs/effects/abilities/fx_lightning_strike_impact.prefab prefabs/projectiles/wizard/fx_crackling_bolt_projectile.prefab prefabs/projectiles/wizard/fx_kalakoths_minor_blights_frost_projectile.prefab prefabs/projectiles/wizard/fx_kalakoths_minor_blights_electricity_projectile.prefab prefabs/projectiles/wizard/fx_kalakoths_freezing_rake_projectile.prefab prefabs/projectiles/overwhelming_wave_pro.prefab prefabs/projectiles/crackling_bolt_pro.prefab prefabs/projectiles/creature/fx_flash_freeze_projectile.prefab prefabs/projectiles/creature/fx_animat_lightning_projectile.prefab prefabs/projectiles/creature/fx_ice_shard_projectile.prefab prefabs/projectiles/items/fx_frostseeker_projectile.prefab prefabs/projectiles/wizard/fx_ninagauths_shadowflame_projectile.prefab prefabs/projectiles/creature/fx_shade_draining_freeze.prefab prefabs/projectiles/creature/fx_scalding_web_projectile.prefab prefabs/projectiles/cleansing_wind_projectile.prefab prefabs/projectiles/priest/fx_iconic_projectile.prefab big orb of sparse big lightning sparks crackling from it - prefabs/effects/hit/fx_hit_shock_jolting_touch.prefab (loop) prefabs/effects/abilities/racial/fx_moon_godlike_silver_tide_aoe.prefab (scale) - sparks in a bunched up ball and big waves around it prefabs/effects/abilities/cast/fx_cast_wizard_control.prefab - little orb for hand wizard effects prefabs/effects/abilities/wizzard/fx_spirit_shield_se.prefab (loop) - Blue Aura Shield Blue bright shield - torrent of flame Airy streaks coming out of a big wall-like line - prefabs/projectiles/fighter/clear_the_path_projectile.prefab Nature's Terror - awesome ripply swirl around you with purple glowies and awesome blue electric orb hits Overwhelming wave - Water flow waterish looking splash - prefabs/effects/abilities/druid/fx_ocean_burst.prefab prefabs/effects/abilities/druid/fx_winter_wind.prefab - Winter wind - cool looking white streaks in a cone prefabs/effects/abilities/wizzard/fx_tayns_chaotic_orb_hit.prefab - quick blue ripply orb with dark clouds prefabs/projectiles/wizard/fx_tayns_chaotic_orb_projectile.prefab - blue ripples and some orb Blast of Frost - nice white streaks Blast of Frost - frozen ground prefabs/effects/abilities/wizzard/fx_arkemyrs_capricious_hex_aoe.prefab (scale) - Cheesy Blue things in the air that are almost like clouds and electricity Deleterious Alacrity of Motion - healing-like circles rising from your body and blue laser effects upward, blue background too, looks great prefabs/effects/items/bombs/fx_bomb_frost_pulse.prefab prefabs/effects/items/bombs/fx_bomb_lightning_pulse.prefab Ninagauth's killing bolt - straight streaking blue magic missile, blue cloudy hit and big ripple lightning-ish semi-connected arcs in a circle - prefabs/effects/abilities/creature/will_o_wisp/fx_will_o_wisp_melee_aoe.prefab prefabs/effects/abilities/druid/fx_dancing_bolts_impact.prefab (scale) prefabs/effects/abilities/creature/will_o_wisp/fx_will_o_wisp_dazzling_lights_aoe.prefab chair-back-shaped thick overlapping rays - prefabs/effects/abilities/creature/lax03/vithrack/fx_soul_echo.prefab prefabs/effects/environment/lax03/fx_cast_celestial.prefab - black-hole with blue+white aura (doesn't loop) purple-blue eye shining - prefabs/effects/environment/lax03/fx_screaming_pillar_se.prefab Tayn's chaotic orb that can go on RightWeapon, etc. - prefabs/effects/items/lax03/fx_tayns_chaotic_orb_weapon_right.prefab prefabs/effects/items/lax03/fx_tayns_chaotic_orb_weapon_left.prefab Shard-like blue-clear effects - Arcane Dampener soft blue cloudy mist with few white dots - prefabs/effects/items/lax03/fx_feast_of_dreams_end.prefab soft blue mist and white lights, also looks like water when attached - salvation of time hit prefabs/effects/abilities/fighter/fx_clear_out.prefab - big blue dust with glowing blue arc and solid blue behind it, pushing out slowly after hit. prefabs/effects/abilities/wizzard/fx_frost_spell_start.prefab (loop) prefabs/effects/items/lax03/fx_feast_of_dreams_impact.prefab - blue with white middle shine down and white lines dropping Stunning Blow - cool almost-sparks fly from the hit in a feintly observable cone spraying outward prefabs/projectiles/priest/storm_of_holy_fire_projectile.prefab prefabs/effects/abilities/priest/fx_storm_of_holy_fire_aoe.prefab prefabs/effects/abilities/druid/fx_boiling_spray_impact.prefab prefabs/effects/abilities/druid/fx_boiling_spray.prefab prefabs/effects/items/lax02/lax02_fx_currents_rush_hit - light blue sparks prefabs/effects/abilities/wizzard/fx_blast_hit.prefab - ripple simple with blue sparks that are white in the middle prefabs/effects/abilities/druid/fx_ocean_burst.prefab - wave grey big splash, appears to be the same as prefabs/effects/environment/fx_shore_splash.prefab prefabs/effects/abilities/creature/dragon_sea/fx_dragon_sea_tidal_wave.prefab - huge AOE shallow ripple and rain drop effects and little water spray droplets prefabs/effects/items/lax02/lax02_fx_currents_rush_wpn.prefab (loop) - swirly light blue infinite symbol when on your body and looping, or a small blue drain vortex when on the ground prefabs/effects/environment/lax02/lax02_fx_shattered_realm_huana.prefab - huge bubble/wave with splash around the edges prefabs/effects/items/lax02/lax02_fx_ondra_relic_hit.prefab - watery spirals up in a double helix and a light column bursts up Explosive Death - indigo big cloud puff like an explosion happened, with maybe some glitter too prefabs/effects/abilities/creature/lax02/rime_construct/lax02_fx_construct_rime_chest_start.prefab (loop) - white light glowing blue in a sideways pattern with glowy blue smoke prefabs/effects/abilities/creature/lax01/fx_tyrant_of_decay_devour_air.prefab (loop) - large semi-whirlpool of lightning prefabs/effects/items/laxf/fx_savants_grimoire_hand.prefab (loop) - very cool small white swirly cloud with blue aura prefabs/effects/abilities/creature/laxf/savant_wizard/laxf_fx_obelisk_globe_se.prefab (loop) - blue arcane force field globe with electricity crackling in it prefabs/effects/abilities/creature/lax02/hoarfrost_imp/lax02_fx_frost_teleport_out.prefab prefabs/effects/abilities/creature/lax02/hoarfrost_imp/lax02_fx_frost_teleport_in.prefab prefabs/effects/environment/lax02/lax02_fx_engwithan_barrier.prefab - blue light semi-sphere doorway/barrier prefabs/effects/library/comet.prefab - glowy blue spherical light with white center and some blue smoke prefabs/effects/library/magnetizedsoul.prefab (loop) - blue light, white core, swoops away on move, very classy but big also prefabs/effects/items/weapons/fx_karaboru_cone.prefab - blue cone wind spray strings like crushing blow prefabs/effects/items/weapons/fx_hard_counter - blue hit and ripple prefabs/effects/fx_cast_01.prefab (loop) prefabs/effects/fx_defender_deactivate.prefab - big solid blue transparent spark in the shape of a fan prefabs/effects/environment/weather/fx_weather_lightning_strike_01.prefab prefabs/effects/abilities/fx_slow_se.prefab (loop) - flat grey blue white mist, don't loop if on a moving character because it looks bad prefabs/effects/environment/ukaizo/fx_ondras_spire_dinglybobber.prefab (loop?) - small blue sphere of lightning, lightning bolt from horizontal prefabs/effects/abilities/fx_cast_cipher.prefab (loop) - vertical overlapping slow ripples with blue spark inside, but trashy if looped prefabs/effects/environment/ukaizo/fx_lightning_ukaizo.prefab - lightning bolt striking the ground prefabs/projectiles/lax02/lax02_fx_shatter_armor_projectile.prefab - light blue ice spike with light blue streaks behind it prefabs/projectiles/lax02/lax02_fx_reconstruct_projectile.prefab - light blue comet streak that slumps down towards the target prefabs/effects/abilities/creature/lax02/spirits/lax02_fx_drowned_martaru_mesh.prefab - (loop) - blue glowing smoke or flame with white center prefabs/effects/environment/lax02/fx_eothas_fragment.prefab (loop) - small glowing blue white orb with black center, blue orbital swirlies, and mist connecting prefabs/effects/environment/lax02/lax02_fx_phylactery_hand.prefab - blue glowing cloud with white center that takes in purple streaks then bursts purple streaks prefabs/effects/abilities/creature/lax03/vithrack/fx_psychic_barrier.prefab - shield that doesn't loop with a soft nova expanding shortly outwards prefabs/effects/abilities/cipher/fx_body_attunement.prefab - shield with nova inward, doesn't loop prefabs/effects/abilities/monk/fx_blade_turning.prefab - two whitish light blue lines strike through, with heavy mist around and between them prefabs/effects/abilities/cast/fx_cast_cipher_generic_head.prefab (loop) - floaty blue, green, and yellow dots spray gently, and a few small ripples prefabs/effects/environment/lax03/fx_pedestal_correct - blue columns with black in between striking outward, then disappearing. Classy. prefabs/effects/environment/lax03/fx_llengrath_floating.prefab - Awesome blue sheen/soft rays flowing upwards for about 5 seconds prefabs/effects/environment/lax03/fx_llengrath_book.prefab (loop) - sparkly soft grey/white blue cloud prefabs/effects/environment/lax03/fx_crystal_archives_blue.prefab (loop) (or non-loop) - blue light source, soft blue and grey smoke clouds drifting up prefabs/effects/items/lax03/fx_weycs_wand_pulse.prefab - glowing symbol of wael on the ground for about 4 seconds prefabs/effects/environment/maze_of_wael/fx_maze_of_wael_button.prefab - small glowing Wael eye with thin glowy circle spinning around it, quickly disappearing. Classy prefabs/effects/environment/bathhouse/fx_bathhouse_steam_vent.prefab (loop) - faint blue smoke slowly pluming upwards Blue AoE ----------- prefabs/effects/abilities/barbarian/fx_spirit_tornado.prefab (doesn't loop) - Swirly clouds with a few streaks spikes on ground and frozen ground - spirit_well Big soft blue barely-galaxy-style shape - prefabs/effects/environment/lax03/fx_screaming_pillar_aura.prefab Simple classy circle-lines with blue aura - salvation of time prefabs/effects/abilities/creature/lax02/beast_of_winter/lax02_fx_bow_demolish_aoe.prefab - big ripple shockwave, lame snow giblets prefabs/effects/environment/fx_shore_splash.prefab - big grey sea-like splash prefabs/effects/abilities/cipher/fx_telekinetic_burst.prefab (scale but doesn't work) - medium aoe disconnected force wave that's indigo/white inside prefabs/effects/items/weapons/fx_warming_of_blue_water_aoe.prefab - soft blue nova and a slight pulse prefabs/effects/environment/waterfalls/fx_ar_0106_waterfall_splash_01.prefab (loop) - misty water splashes, looks great when multiple prefabs/effects/environment/waterfalls/fx_ar_0301_waterfall_splash_01.prefab (loop) prefabs/effects/environment/ukaizo/fx_ondras_spire_core.prefab - huge blue explosion of light prefabs/effects/abilities/creature/lax02/warden_of_decay/lax02_fx_chaotic_death.prefab - big collapse of a small black hole, fast, big ripples, smoke burst prefabs/effects/abilities/creature/lax03/vithrack/fx_psychic_barrier.prefab - shield that doesn't loop with a soft nova expanding shortly outwards prefabs/effects/abilities/cipher/fx_body_attunement.prefab - shield with nova inward, doesn't loop prefabs/effects/abilities/cipher/fx_defensive_mindweb.prefab - small-ish ring of white spikes with soft blue outline prefabs/effects/environment/lax03/fx_screaming_pillar_aura.prefab (loop) - looks like a blue lake/mist with faint purple soul energy coming out of it. Classy prefabs/effects/abilities/priest/fx_symbol_of_wael_loop.prefab (loop) - big glowing eye-drawing on the ground with light smoke above it, blue ice-berg style stone pattern below with white frost prefabs/effects/abilities/creature/lax02/hoarfrost_imp/lax02_fx_frost_teleport_pulse.prefab (scale) (loop) - like chill frost prefabs/effects/environment/maze_of_wael/fx_maze_of_wael_container.prefab (loop) - bright glowing Wael eye on ground, blue dust and smoke above it, a thin glowy circle hovering mid-air -doesn't perfectly attach to an individual, so make it a loop effect that doesn't attach, although the time I tested it I attached and normal non-loop attack didn't work Blue Item ------------ prefabs/effects/abilities/creature/rathun/fx_rathun_sceptre_frost.prefab (Fx_Bone_01) >>>Green --------- prefabs/effects/miss/fx_miss_corrode.prefab prefabs/effects/miss/fx_miss_nature.prefab prefabs/effects/abilities/ranger/fx_masters_call_se.prefab (loop) - green glow fade streaks follows movement and glowing gentle green sparks slowly dance out prefabs/effects/abilities/druid/fx_pollen_patch_se.prefab (loop) prefabs/effects/abilities/wizzard/fx_acid_spell_start.prefab (loop) prefabs/effects/abilities/wizzard/fx_cobra_strike_arm_01.prefab (loop) prefabs/effects/abilities/wizzard/fx_cobra_strike_arm_02.prefab (loop) prefabs/effects/abilities/summon/fx_summon_vine_loop.prefab (loop) prefabs/effects/abilities/cast/fx_cast_druid_left_arm.prefab (loop) - green glow and glowing leaves/particles floating out prefabs/effects/abilities/cast/fx_cast_druid_right_arm.prefab (loop) - same? prefabs/effects/abilities/cast/fx_cast_druid_finish.prefab - closes druid_left_arm stuff prefabs/effects/abilities/druid/fx_form_of_the_delemgan_chest.prefab - classy green star/light-spark, not too hard edged somewhat soft Marked Prey - Star with lens-flare rings around it Hobbling Shot hit - spinning green/white circles, somewhat like a ripple at first Takedown Combo - big green hit, hard to describe - prefabs\/effects\/abilities\/ranger\/fx_takedown.prefab prefabs/projectiles/wizard/fx_kalakoths_minor_blights_acid_projectile.prefab - yellow-green long tailed projectile with steel triangular-shaped front point, curvy motion to target, slight big cloud trail prefabs/effects/abilities/wizzard/fx_arcane_clense_hit.prefab - ripple with green fireflies Charm Beasts - floaty ring of green specks Green-yellow streaks in a small bubble softly fading - prefabs/effects/abilities/druid/fx_natures_mark_impact.prefab glowy white green misty aura circle with occasional glowy-blue semi-tentacles - prefabs/effects/abilities/wizzard/fx_mauras_writhing_tentacles_loop.prefab (loop) also paired with prefabs/effects/abilities/wizzard/fx_mauras_writhing_tentacles_mesh.prefab (loop) - AttachPoint EmissionMesh, Mesh Mesh_01 green smoke/gas quickly dissipating with glowy tentacles - prefabs/effects/abilities/wizzard/fx_mauras_writhing_tentacles_summon prefabs/effects/abilities/creature/lax03/construct/fx_double_strike.prefab - semi-small green foggy cloud prefabs/effects/abilities/ranger/fx_heal_companion.prefab - green glow smoke hit effect prefabs/effects/abilities/creature/lax03/fx_eye_of_arkemyr_hit.prefab - elegant green-blue cloud and vague petals, both drifting up prefabs/effects/hit/elements/fx_hit_acid_01.prefab (scale) prefabs/effects/hit/elements/fx_hit_acid_01_lg.prefab prefabs/effects/abilities/companion/fx_wild_mind_target.prefab - small ripple and crostt-star gold+green center, with some floaty sparklies prefabs/effects/abilities/creature/adragan/fx_strength_of_earth_hit.prefab - prismatic mostly green oval body bubble, small little swirling slashes of soft green, pretty prefabs/effects/environment/underwater_dungeon/fx_water_barrier_cracking.prefab - green electricity crackling prefabs/effects/items/weapons/fx_spirit_maw_aoe.prefab - soft green puff prefabs/effects/items/weapons/fx_torchflame_green_wpn.prefab (loop) - green smoke and a green light source prefabs/effects/environment/underwater_dungeon/fx_eng_ring_machine_r.prefab (loop) - 3 long thin green tendril-like streaks going up, with a portal-style hit effect to the top left of it where the tendrils are going towards. Looks good on multiple, when not looping. prefabs/effects/environment/underwater_dungeon/fx_eng_ring_machine_l.prefab (loop) - same as the r version prefabs/effects/abilities/priest/fx_hand_of_berath.prefab - yellow-green solid cloud hit with black streaks from it, and acidic after-effect prefabs/effects/abilities/fx_cast_druid_root.prefab - spinning fading runes in a green circle, about 3 feet above point of impact prefabs/effects/environment/underwater_dungeon/fx_eng_machine_arc_01.prefab - green lightning from 4-o'clock angle to center, can't change angle? prefabs/effects/items/weapons/fx_essence_interrupter_summon.prefab - yellow-green cloud blast, poisonous looking, generically good prefabs/effects/library/fx_px1_galvinos_resonance_amplifier_impact.prefab - soft green ring for hitting around a person, doesn't scale prefabs/effects/environment/fx_stone_glyphs_02.prefab - gren specks drifting in a column. Don't attach, other vfx with similar names have pink stones attached in weird places prefabs/effects/environment/huana_ruin/fx_pwgra_cleanse.prefab - green explosion, could be anything, fairly large prefabs/effects/destructibles/fx_sigil_of_weakness_active.prefab (loop) - small green fiery symbol on 4 sides forming a square, neon green dots bursting if not looped prefabs/effects/destructibles/fx_sigil_of_weakness_hit.prefab - poisonous smoking looking fire hit Green AOE ---------- prefabs/effects/abilities/fx_touch_of_rot_aoe.prefab (scale) - unused since I made it single target prefabs/effects/abilities/druid/fx_touch_of_rot_se_small.prefab - used on joints prefabs/effects/abilities/druid/fx_touch_of_rot_se_med.prefab - used on joints Death ring - black ground and greeny smoke around the green ring prefabs/effects/abilities/druid/fx_woodskin_aoe.prefab - simple green ring with soft streaking on the edges, green petals above at end Glowy green cracks in the ground - prefabs/effects/abilities/creature/earth_blight/fx_earth_blight_eoras_pull.prefab prefabs/effects/items/weapons/fx_spinning_assault.prefab - big green and yellow spin slash effect prefabs/effects/items/lax02/lax02_fx_gaun_relic_aoe.prefab - semi-big ripple with a green in the waves Come, Come soft winds of Death - Clear Out cone effect cloud but green prefabs/effects/library/fx_px1_galvinos_resonance_amplifier.prefab - soft green nova prefabs/effects/environment/fx_soul_stone_wisps.prefab - translucent tentacles all over the map. Target ground only prefabs/effects/destructibles/fx_sigil_of_weakness_attack.prefab (scale) - green fire nova >>>Red ---------- prefabs/effects/abilities/creature/rathun/fx_rathun_arc_of_flame.prefab (aoe) (145 cone) prefabs/effects/abilities/druid/fx_firebug_impact.prefab - big fiery glow then collapsing into a fire hit then a beautiful sparse golden sparkly spread prefabs/effects/abilities/creature/rathun/fx_rathun_eternal_devotion_chest.prefab (loop) - red fire? prefabs/effects/abilities/creature/rathun/fx_rathun_eternal_devotion_se.prefab (loop) - red fire? prefabs/effects/abilities/creature/rathun/fx_rathun_eternal_devotion_root.prefab (loop) - red fire? prefabs/effects/abilities/paladin/fx_sworn_enemy_target.prefab (loop) - small red orange fire ring above them prefabs/effects/abilities/creature/flame_blight/fx_flame_blight_intense_flames.prefab (loop) prefabs/effects/abilities/creature/rathun/fx_rathun_blazingstaff.prefab (loop) prefabs/effects/abilities/creature/rathun/fx_rathun_magrans_blade.prefab (loop) prefabs/effects/abilities/racial/fx_fire_godlike_head.prefab (loop) prefabs/effects/abilities/wizzard/fx_fireball_start.prefab (loop) prefabs/effects/abilities/creature/naga/fx_cast_naga_flame_right_arm.prefab (loop) prefabs/projectiles/wizard/fx_fireball_projectile.prefab prefabs/projectiles/creature/fx_piercing_fires_projectile.prefab prefabs/projectiles/creature/fx_blazing_grasp_projectile.prefab prefabs/projectiles/creature/fx_bat_fire_spit_projectile.prefab prefabs/projectiles/creature/fx_naga_flame_spit_projectile.prefab prefabs/projectiles/wizard/fx_delayed_fireball_projectile.prefab prefabs/projectiles/wizard/fx_meteor_shower_projectile.prefab prefabs/projectiles/creature/fx_fiery_vortex_projectile.prefab prefabs/projectiles/wizard/fx_kalakoths_minor_blights_fire_projectile.prefab prefabs/projectiles/creature/ogre_cannonball_fire_projectile.prefab prefabs/projectiles/wizard/fx_rolling_flame_projectile.prefab (multihit) (bouncing) prefabs/projectiles/paladin/fx_wrath_of_five_suns_projectile.prefab - fiery flaming stone prefabs/effects/abilities/rogue/fx_finishing_blow_hit.prefab prefabs/effects/items/weapons/fx_sceptre_hit.prefab - orange sparks prefabs/effects/abilities/wizzard/fx_flameshield_se.prefab (loop) prefabs/effects/abilities/wizzard/fx_concelhauts_draining_touch_hand.prefab (loop) prefabs/effects/abilities/wizzard/fx_concelhauts_draining_touch_arm.prefab (loop) prefabs/effects/abilities/wizzard/fx_ray_of_fire_caster.prefab (loop) - pink orange hand-sized swirly ball Huge explosion + concussion wave prefabs/effects/environment/hasongo/fx_cannon_impact_hit.prefab prefabs/effects/destructibles/fx_gunpowder_barrel_explode.prefab prefabs/projectiles/creature/rathun_rod_projectile.prefab - thin long pure flame projectile prefabs/effects/abilities/priest/fx_triumph_crusaders_heal.prefab - hexagonal orange cloud with white insides, fades prefabs/projectiles/lax02/lax02_fx_magran_relic_projectile.prefab - flaming rock with purple sparkly dust behind it Arduous delay of motion - ripply red glow underneath you, very cool Venombloom - red plants Frenzy - but used too often. Fiery red spikes rising upward around you. searing seal - sunburst type fiery pattern flat on the ground - prefabs/rpg/spells/priest/l_04/searing_seal_trap.prefab Aura with big flakes - prefabs/effects/abilities/barbarian/fx_wild_sprint.prefab Swirly red streaks, almost like blades - prefabs/effects/abilities/wizzard/fx_arduous_delay_of_motion_aoe.prefab Recall agony looks really cool prefabs/effects/abilities/creature/ogre/fx_ogre_throw_jug_impact.prefab - horizontal flames for a second prefabs/effects/items/lax02/lax02_fx_magran_relic_start.prefab (loop) - just a red lighting if loop is disabled, but otherwise a small fire ball like a wizard casting prefabs/effects/library/fx_fire_table.prefab (loop) prefabs/effects/abilities/barbarian/fx_frenzy_se.prefab (loop) prefabs/effects/abilities/barbarian/fx_frenzy_hit.prefab prefabs/effects/abilities/wizzard/fx_arkemyrs_brilliant_reappearance.prefab - when pulsing, there's a small gun hit/explosion effect at the bottom after the initial big black cloud effect that plays only once prefabs/effects/items/lax02/lax02_fx_magran_relic_dot_se.prefab (loop) - very cool red/pink flame ball, size of two hands, very bright, little sparks fall from it prefabs/effects/abilities/creature/ukaizo_guardian/fx_scorching_spit_se.prefab (loop) - normal version of magran_relic_dot_se prefabs/effects/abilities/creature/drake/fx_drake_fire_breath_se.prefab (loop) - same thing as scorching_spit_se prefabs/effects/abilities/creature/laxf/helfire_ironclad/laxf_fx_helfire_barrage_start.prefab (loop) - line of fire poking out sideways prefabs/effects/abilities/creature/rathun/fx_rathun_cast_rod.prefab (loop) - flame pyre that's extended out a bit, like half the length of a staff prefabs/effects/fx_fireorb.prefab (loop) - a small orb of flame prefabs/effects/abilities/creature/rathun/fx_rathun_flames_of_devotion_hit.prefab - simple fire hit, pretty bright prefabs/effects/hit/elements/fx_hit_fire_01.prefab - generic fire hit prefabs/effects/abilities/priest/fx_restore_moderate_stamina.prefab - cone of circles forming downwards and then a priest-style runed ring at bottom prefabs/effects/abilities/priest/fx_restore_minor_stamina.prefab - cone of circles forming downwards and then a non-runed ring at bottom prefabs/effects/abilities/fx_penetrating_shot_2.prefab - small red ring with yellow electric spark in middle, lingers for 5s prefabs/effects/environment/lax03/fx_light_temple_red.prefab (loop) - nice small orb-like red smoke cloud prefabs/effects/environment/lax03/fx_blood_rain_body.prefab (loop) - sparse sporadic blood rains around you, not close by, prefabs/effects/destructibles/fx_sigil_of_death_active_savage.prefab (loop) - small glowing red rune that is where the head would be, height-wise prefabs/effects/abilities/wizzard/fx_arkemyrs_brilliant_reappearance.prefab - burst of loose red smoke prefabs/effects/abilities/creature/rathun/fx_rathun_cast_arc_of_flame.prefab (loop) prefabs/effects/abilities/creature/drake/fx_drake_fire_breath_jet.prefab (loop) prefabs/effects/abilities/creature/ukaizo_guardian/fx_fiery_vortex_start.prefab (loop) prefabs/effects/abilities/creature/dragon_magma/fx_magma_dragon_mouth_breathe.prefab (loop) prefabs/effects/abilities/creature/dragon_magma/fx_magma_dragon_breath_impact.prefab prefabs/effects/abilities/creature/dragon_magma/fx_magma_dragon_breath_jet.prefab (loop) prefabs/effects/abilities/creature/construct/fx_furnace_start.prefab (loop) Red AOE -------- prefabs/effects/abilities/creature/drake/fx_drake_fire_breath_aoe.prefab prefabs/effects/items/bombs/fx_bomb_sparkcrackers_pulse.prefab Torrent of Flame prefabs/effects/abilities/barbarian/fx_dragon_leap_aoe.prefab prefabs/effects/abilities/barbarian/fx_dragon_leap_se.prefab (loop) - swirly red slashes around you and red comet streak plunges into ground prefabs/effects/abilities/barbarian/fx_dragon_leap_start.prefab - red sparks go up as ripple and dust happen prefabs/effects/abilities/creature/ukaizo_guardian/fx_fiery_vortex_pull.prefab prefabs/effects/abilities/priest/fx_dire_blessing_aoe.prefab - orange symbols with small flames on the edge, doesn't seem to scale or loop, surprisingly prefabs/effects/items/bombs/fx_bomb_immolator_pulse.prefab prefabs/effects/items/bombs/fx_bomb_immolator_aoe.prefab prefabs/effects/items/bombs/fx_bomb_cinder_pulse.prefab Simple good flat nova burst - prefabs/effects/abilities/barbarian/fx_rams_spirit_aoe.prefab prefabs/effects/items/lax02/lax02_fx_echo_of_godhammer_aoe.prefab - semi-big fire nova with a little red under it prefabs/effects/items/lax02/lax02_fx_magran_relic_aoe.prefab - big fire semi-explosion, cool and simple prefabs/effects/abilities/creature/dragon_magma/fx_magma_dragon_battle_roar.prefab (loop) - cone of heat (dark orange haze) and sparks prefabs/effects/items/weapons/fx_sungrazer_meteoric_aoe - dust ring, some rock giblets, and thin red flares shooting up prefabs/effects/environment/lax02/lax02_fx_shattered_realm_godhammer.prefab (scale?) (loop?) - big explosion and flames prefabs/effects/abilities/creature/engwithan_hierarch/fx_hierarchs_domain_aoe.prefab (scale) - red ring nova with smoke pushing out prefabs/effects/abilities/priest/fx_writ_of_war.prefab - awesome berath symbol or some other god, in orange red, and swirling redness around it prefabs/effects/destructibles/fx_sigil_of_death_active_savage.prefab (scale) - red nova with black smoke trailing it Red Items ---------- Magran's Favor red glow >>>Orange ---------- prefabs/effects/abilities/summon/fx_summon_yellow.prefab - big circles swirl up from the bottom and shine, very classy prefabs/effects/abilities/wizzard/fx_combusting_wounds_hit_se.prefab (loop) prefabs/effects/abilities/barbarian/fx_mage_slayer.prefab - orange orb rippling out like it hit a pool of water, quick, classy, soft prefabs/effects/abilities/creature/bat_flame/fx_burning_wind_start.prefab - orange long sparks fly up in a circle around you, there's a small circle effect at the base prefabs/effects/abilities/wizzard/fx_expose_vulnerabilities_hit.prefab - big ripple (I think it scales) with orange long thin beams spiking from the center, orange glow in center and pink hanging sparks, very cool prefabs/effects/abilities/priest/fx_firebrand.prefab - spark of light prefabs/effects/hit/gibs/fx_gib_shadow_fire.prefab - good fire hit, semi big prefabs/effects/fx_spell_turning_wheel (loop?) - small fire and orange light source prefabs/effects/environment/lax03/fx_light_wael_body.prefab (loop) - gold smoke in an area the size of a fireball aoe, that lingers heavily as you move or it stays in the same location prefabs/effects/environment/ruin_interior/fx_engwythan_symbol_04.prefab (loop) - orange symbol and thick ring around it, like a big button, use on ground only There are symbols 01-10 that look very similar prefabs/effects/items/weapons/fx_blunderbuss_serafen_aoe.prefab - smokey bomb blast-like explosion, about 3 feet high but thick black smoke bursts from it prefabs/effects/environment/ruin_interior/fx_engwythan_symbol_v02.prefab (loop) - orange glowing horizontal symbol with red fire sporadically smoking from it prefabs/effects/environment/fx_adra_disc_runes_active.prefab (loop) - glowing orange spikes in a small person-sized circle, no movement, odd looking prefabs/effects/environment/rauatai_powderhouse/fx_timed_bomb_smoke.prefab - thin cone of black smoke from the ground to infinity, eventually orange sparks fly from it prefabs/effects/environment/fx_adra_disc_runes_night.prefab (loop) - simple small glow runes in a horizontal circle, perfect for a person, very flat and unanimated Brown ---------- prefabs/projectiles/creature/fx_assassin_vine_projectile.prefab - brown smoke trail with black thorn/dart prefabs/effects/abilities/creature/lagufaeth/fx_pestilent_strike.prefab - gradient foggy brown dark-red and black prefabs/effects/abilities/druid/fx_autumns_decay_se.prefab - awesome angled shining light from above and dark red embers flying up from your body with dark orange smoke rising up prefabs/effects/library/fx_dust_check_wind.prefab prefabs/projectiles/creature/fx_falling_stones_projectile.prefab prefabs/projectiles/twin_stones_projectile.prefab Embrace of the earth talon - big stone claw comes up prefabs/effects/abilities/creature/sand_blight/fx_sand_blight_hit.prefab prefabs/effects/abilities/creature/sand_blight/fx_sand_blight_hit_small.prefab Rust Armor - brown spray prefabs/effects/abilities/priest/fx_hand_of_berath_impact.prefab - brown/green with black center, column from above then splits out from the target pommel strike - small brown dust cloud prefabs/effects/environment/hasongo/fx_cannon_blast_01.prefab - big spray of dust that lingers, few flashing orange gun streaks in a small cone, and slight shake of the camera prefabs/effects/library/ambient_fx_1303_temp - dark amber mist in a big area, staying forever Brown AOE --------------- prefabs/effects/environment/lax03/fx_eye_exp.prefab - disgusting explosion of fleshy bloody stuff Black ----------- prefabs/projectiles/creature/fx_kraken_ink_spray_projectile.prefab Ryngrim's repulsive visage - pure black tendrils squirm from you prefabs/effects/abilities/rogue/fx_shadowing_beyond_start.prefab - Black cloud bursting out Chill Fog - black swirlies orbiting a small black cloud [loops] prefabs/effects/abilities/wizzard/fx_arkemyrs_brilliant_reappearance.prefab - big black clouds jut to the sky in a cone and there's a small gun hit/explosion effect at the bottom prefabs/effects/abilities/creature/lax02/warden_of_decay/lax02_fx_into_the_void_se.prefab - undulating star patch of blackness, tiny blue swirlies inside prefabs/effects/hit/gibs/fx_gib_shadow_electricity.prefab - awesome black cloud electricity hit prefabs/effects/environment/fx_smoke_large.prefab (loop) - dark red sparse smoke at the bottom, quickly turning into thicker black smoke as it floats up, not cloud-shaped, plumed instead prefabs/effects/abilities/wizzard/fx_cloak_of_death_chest.prefab (loop) - black drifty thin motion like cigarette-smoke prefabs/effects/abilities/wizzard/fx_cloak_of_death_se.prefab (loop) - black drifty thin motion like cigarette-smoke prefabs/effects/abilities/paladin/fx_eternal_devotion_black_root.prefab (loop) - black fire? prefabs/effects/abilities/paladin/fx_eternal_devotion_black_se.prefab (loop) - black fire prefabs/effects/abilities/paladin/fx_eternal_devotion_black_chest.prefab (loop) - black fire Black AOE --------------------- prefabs/effects/abilities/creature/kraken/fx_kraken_corrosive_cloud.prefab (loop) - ring of black smoke, radius at least 10 >>>White ------------ prefabs/effects/hit/fx_wind_impact_large.prefab (60 degree) prefabs/effects/abilities/paladin/fx_eternal_devotion_white_chest.prefab (loop) - white fire? prefabs/effects/abilities/paladin/fx_eternal_devotion_white_se.prefab (loop) - white fire? prefabs/effects/abilities/paladin/fx_eternal_devotion_white_root.prefab (loop) - white fire? prefabs/projectiles/seven_nights_she_waited_projectile.prefab (multihit) - medium woosh of light almost coming up from the ground as it moves prefabs/effects/abilities/paladin/fx_reviving_exhortation.prefab - white light rays up and a small circle around the ground prefabs/effects/abilities/priest/fx_circle_of_protection.prefab - ultima-style bubble Moonwell - pearly puddly ground and shining above it Sap - white flakes on hit, like a bit of fine snow hit them or something Chill Fog - bright thick cloudy hit prefabs/projectiles/monk/whispers_of_the_wind_projectile.prefab prefabs/effects/abilities/monk/fx_whispers_of_the_wind.prefab - airy strike kinda swirl, faintly multicolored prefabs/effects/abilities/monk/fx_flagellants_path.prefab - huge (tall) glowy streaks behind you prefabs/effects/abilities/fighter/fx_charge_start.prefab (scale) prefabs/effects/items/lax02/lax02_fx_ondra_relic_hit_chest.prefab - white center then big ripple standing up, not horizontal prefabs/effects/abilities/creature/shade/fx_shade_invulnerable.prefab (loop) - White Arcane Veil spell-shield looking bubble prefabs/effects/abilities/priest/fx_minor_avatar_med.prefab (loop) - white smoke prefabs/effects/items/lax03/fx_bekarnas_midnight_daydream_hit.prefab - big ripple, white center, smaller strike streaks prefabs/effects/environment/lax02/lax02_0107_ambient.prefab - environment (huge) - white smoke and snow and wind flying diagonally upward prefabs/projectiles/lax02/lax02_fx_white_void_wind_projectile.prefab - wind currents and some purple below it (and purple sparks?) prefabs/effects/environment/lax02/lax02_fx_white_void_wind_cs.prefab - spiraling wind tube comes from top left and passes through location prefabs/effects/environment/lax02/lax02_fx_portal_static.prefab (loop?) - white glowy arch door prefabs/projectiles/seven_nights_she_waited_projectile.prefab - big white ray but it's a multi-hit projectile prefabs/effects/items/lax03/fx_servants_of_the_stars_summon.prefab - white cloudy hit, vertical elipses prefabs/effects/environment/lax03/fx_brazier_archives_yellow.prefab (loop) (or non-loop) - big white glowing ball with yellow smoke at the edge of it, white smoke around it, Root Combo ------------- prefabs/projectiles/creature/fx_frostfire_projectile.prefab Weather the Storm - rainbowish shield Llengrath's safeguard - ranbow circle going inwards when successfully cast prefabs/effects/abilities/wizzard/fx_bulwark_against_elements.prefab - rainbow and white oval shield around you prefabs/effects/abilities/monk/fx_whispers_of_the_wind.prefab - airy strike kinda swirl, faintly multicolored prefabs/effects/fx_cast_crucible_of_the_soul.prefab (loop) - yellow lightning trails and some red and a strong blue orb of light and red streaks prefabs/projectiles/lax02/lax02_fx_white_void_wind_projectile.prefab - white wind and purple webbing underneath with small purple sparks - looks amazing as an FX_Bone_01 onequip that only shows on your character sheet, not in combat prefabs/effects/environment/lax03/fx_godseed_flame.prefab (loop) (or non-loop) - green, pink, and white smoke pillar of soft flames, slightly behind the target point, so put at Root Combo Aoe -------------- Dazzling lights prefabs/effects/items/lax02/lax02_fx_bomb_essence_aoe.prefab (scale) - glowing green ground cracks and blue aurora borealis above, neon green slime spurts a little Combo Items ------------- Sun & Moon mace orange glow to white glow Neither ----------------- prefabs/effects/abilities/creature/eoten/fx_eoten_echoing_scream_aoe.prefab ??? prefabs/effects/abilities/druid/fx_hold_beast_aoe.prefab ??? prefabs/projectiles/items/fx_sniper_bullet_invisible_projectile.prefab - (multihit) useful for multi hit attacks, but can't figure out how it travels and it doesn't seem to keep on going very far prefabs/effects/abilities/creature/skuldrak/fx_skuldrak_wing_buffet_aoe.prefab - aoe sound waves, 180d in code but looks 360d evasive roll end - dust pushing back from you prefabs/effects/hit/fx_hit_dust.prefab (scale) prefabs/effects/abilities/creature/sandworm/fx_sandworm_burrow_dust.prefab prefabs/effects/abilities/barbarian/fx_leap_aoe.prefab - ripple and dust prefabs/effects/items/traps/fx_trap_concussive_blast_aoe.prefab - awesome dust force explosion Gaze of the Adragan - ripply small cone with a little purple or something prefabs/effects/abilities/creature/lax02/warden_of_decay/lax02_fx_into_the_void_hit.prefab - blueish inward ripple-ish black-hole thing, pretty big but it's upright, not horizontal prefabs/effects/abilities/creature/lax02/scourge/lax02_fx_oblivions_grasp_aoe.prefab - huge ball sucking everything in, tan-ish color prefabs/effects/abilities/barbarian/fx_leap_start.prefab - double ripple and straight up dirt spurt in the center, AoE size 3-ish, doesn't scale prefabs/effects/items/bombs/fx_bomb_blister_pulse.prefab prefabs/effects/items/bombs/fx_bomb_implosion_pulse.prefab prefabs/effects/items/bombs/fx_bomb_stun_aoe.prefab Cleansing wind - dust clouds prefabs/effects/abilities/creature/lax02/scourge/lax02_fx_violent_collapse_se.prefab (loop) - non-descript dust-smoke, works fine for status effects prefabs/effects/items/weapons/fx_queens_rule_end.prefab & prefabs/effects/items/weapons/fx_queens_rule_start.prefab - dusty wind streaks like Charge, ripple, some purple prefabs/effects/abilities/druid/fx_blizzard_se.prefab - cool wind shield prefabs/effects/abilities/druid/fx_twin_stones_impact.prefab - dust ground circular impact prefabs/effects/hit/fx_wind_impact_large.prefab prefabs/effects/environment/watershapers_guild/fx_watershaper_sphere.prefab (loop) - big orb of waves flowing tightly out from a bottom point prefabs/effects/abilities/creature/lax02/spirits/lax02_fx_burning_soldier_chest.prefab (loop) - heat waves over you, orange light source prefabs/effects/abilities/creature/lax02/spirits/lax02_fx_drowned_martaru_chest.prefab (loop) - heat waves over you, bigger waves, across you like wind prefabs/effects/library/prologue/fx_watcher_between_chest.prefab (loop) - heat waves over you? prefabs/effects/library/prologue/fx_soul_between_chest.prefab (loop) - heat waves flowing from you to the right prefabs/effects/abilities/creature/lax02/warden_of_decay/lax02_fx_increasing_radius.prefab - horizontal ripple outward prefabs/effects/destructibles/fx_sigil_of_weakness_destroyed.prefab - big rocks plopping out Weird ---------- Wall of Draining - Orby ripple prefabs/effects/abilities/creature/engwithan_hierarch/fx_spellbane_se.prefab - Green Spell Shield w/ Lightning (loop) prefabs/projectiles/soul_jump_projectile.prefab prefabs/projectiles/wizard/fx_ninagauths_killing_bolt_projectile.prefab prefabs/effects/abilities/wizzard/fx_arcane_clense_aoe.prefab - ripple and orange nova. Huge when on wpn:impact,ground prefabs/effects/abilities/priest/fx_symbol_of_skaen_pulse.prefab - small red tribal spikes on the edge of the AoE Equipment & Skins Etc ---------------------- Shadowing Beyond - translucent whitish, aside from vfx it uses material replacement 47a028fa-6dfb-49ae-b2d2-c605d5cff3cd (all roguelike ones do this) prefabs/effects/library/prologue/fx_soul_between_mesh.prefab prefabs/effects/library/prologue/fx_watcher_between_mesh.prefab Stone joint - material replacement bd7c71f8-0279-4c81-ba1b-1df90a18085a solitary fate - material replacement d41a2e34-ae3b-4208-b40c-f42abe5c3b02 MaterialReplacementArkemyrs - art/character/textures/effects/ghostly/m_effect_arkemyrs_v01.mat - 857e7a56-7ae6-4d07-9792-9bf3c1bb401b MaterialReplacementAsh - acaa7800-726f-4995-b743-bbb849276c39 MaterialReplacementAvatar - 99cb76db-2eb4-4856-b7dd-df8a9a002cd1 MaterialReplacementBerath - bb525f8c-43f5-4f9c-aa59-22083bbe7cca - sparkly grey MaterialReplacementCelestial - 170b7175-9e12-43d4-b451-acf28044925d MaterialReplacementDark - 8df4545f-b848-488f-8823-87257b636297 MaterialReplacementDarkness - 57b75701-4f28-4fc0-aaa7-82b05c6d69c2 MaterialReplacementDarkness_02 - fcecd4af-c555-4ce6-80f2-2ad91b893a53 MaterialReplacementEothas - abef037b-f99c-40e9-8886-1999e55c863a MaterialReplacementFire - bb757746-d14e-4eeb-adaf-02619fa32b63 MaterialReplacementGhost - f0e55a4c-b18a-4d1d-9d52-78ca0de0831c MaterialReplacementGold - 9f81ee2f-4ba1-4856-a919-418d5e7a38bd MaterialReplacementIce - d41a2e34-ae3b-4208-b40c-f42abe5c3b02 MaterialReplacementInvisible - 47a028fa-6dfb-49ae-b2d2-c605d5cff3cd MaterialReplacementIron - 94ba3150-fe9d-4eaf-9554-6d4f656d1598 MaterialReplacementMagran - 38f8f078-b4fc-4bc5-abf7-7d0fe74ab844 MaterialReplacementPetrified - bd7c71f8-0279-4c81-ba1b-1df90a18085a MaterialReplacementSkaen - MaterialReplacementStealth MaterialReplacementTemporalFreeze - 0bb22ee4-92f6-4def-8744-8c7988478d79 MaterialReplacementTentacle_01 - 18cde2f2-cb2d-4acc-b080-8d95d881a6dc MaterialReplacementWael - 67ce2eba-4e05-48ed-b1fe-75d878a53dea MaterialReplacementWatcher - f304c7a0-933f-41d7-8b69-7337906b99ec MaterialReplacementWater - c72ab39d-4e67-4c5c-83b8-550f61db098f MaterialReplacementWater_Tentacle - 8d4e4403-1e92-4b46-bf8c-788e379ed615 MaterialReplacementWood - c03250ad-d49b-414b-8095-2be87a806ba9 More Gun Effects ----------------- prefabs/projectiles/creature/fx_lagufaeth_paralyze_projectile.prefab - big bullet with smoke trail Sparks flying out - prefabs/effects/items/weapons/fx_action_flash_launch_01.prefab prefabs/effects/abilities/barbarian/fx_hurl_weapon_hit.prefab prefabs/effects/items/weapons/fx_arquebus_smoke_linger.prefab Weapon Objects ------------ prefabs/effects/abilities/barbarian/fx_hurl_weapon_wpn.prefab (loop prefabs/effects/abilities/barbarian/fx_hurl_weapon_hit.prefab) prefabs/projectiles/barbarian/fx_hurl_weapon_projectile.prefab prefabs/projectiles/priest/fx_spiritual_weapon_magran_pistol_projectile.prefab prefabs/projectiles/items/fx_arcane_pistol_projectile.prefab prefabs/projectiles/barbarian/fx_hurl_weapon_projectile.prefab prefabs/projectiles/items/fx_projectile_rod.prefab prefabs/projectiles/bowarrow.prefab prefabs/projectiles/bowarrow_large_trigger.prefab prefabs/projectiles/items/fx_purging_volley_projectile.prefab prefabs/projectiles/items/fx_trap_poison_dart_projectile.prefab prefabs/projectiles/rogue/fx_smoke_grenade_projectile.prefab prefabs/projectiles/items/fx_bomb_grenade_projectile.prefab prefabs/projectiles/items/fx_bomb_frost_projectile.prefab prefabs/projectiles/items/fx_bomb_lightning_projectile.prefab prefabs/projectiles/items/fx_bomb_implosion_projectile.prefab prefabs/projectiles/items/fx_bomb_noisemaker_projectile.prefab prefabs/projectiles/px1/px1_cannonball_projectile.prefab prefabs/projectiles/creature/ogre_cannonball_projectile.prefab prefabs/projectiles/hasongo_cutscene_cannon_projectile.prefab prefabs/projectiles/items/fx_bomb_blister_projectile.prefab prefabs/projectiles/items/fx_sniper_bullet_invisible_projectile.prefab (see above) prefabs/projectiles/gunbulletspread.prefab prefabs/projectiles/items/fx_conductive_shot_projectile.prefab prefabs/projectiles/items/fx_blunderbuss_serafen_handmortar_projectile.prefab prefabs/projectiles/stags_horn_p.prefab prefabs/projectiles/items/fx_windsong_crit_projectile.prefab prefabs/projectiles/creature/ogre_throw_jug_projectile.prefab Cool AoE ------------- Jump Starting Effect - like Crix ult, prefabs/effects/abilities/barbarian/fx_leap_start.prefab Ground ---------------- prefabs/effects/abilities/creature/sandworm/fx_sandgrub_binding_burst.prefab (145 cone) prefabs/effects/abilities/druid/fx_great_maelstrom.prefab prefabs/effects/abilities/paladin/fx_sacred_immolation_aoe.prefab prefabs/effects/abilities/priest/fx_consecrated_ground_pulse.prefab prefabs/effects/abilities/priest/fx_consecrated_ground_loop.prefab prefabs/effects/abilities/priest/fx_symbol_of_berath_loop.prefab prefabs/effects/abilities/priest/fx_symbol_of_eothas_loop.prefab prefabs/effects/abilities/priest/fx_symbol_of_magran_loop.prefab prefabs/effects/abilities/priest/fx_symbol_of_skaen_pulse.prefab prefabs/effects/abilities/priest/fx_symbol_of_wael_loop.prefab prefabs/effects/abilities/priest/fx_revenge_of_skaen.prefab Blood -------------- prefabs/effects/hit/blood/fx_blood_kith_pierce_01.prefab prefabs/effects/hit/blood/fx_blood_kith_slash_01.prefab - huge blood hit and chunks of flesh and bone fall to ground prefabs/effects/hit/gibs/fx_gib_kith_blood.prefab prefabs/effects/hit/gibs/fx_gib_gray_blood.prefab ????? Items ----------------- prefabs/effects/items/weapons/fx_animancers_sabre_blade.prefab prefabs/effects/abilities/priest/fx_spiritual_weapon_gaun_lantern.prefab prefabs/effects/abilities/priest/fx_lantern_flame_flare_up_gaun.prefab prefabs/effects/abilities/chanter/fx_animated_great_sword_summon.prefab prefabs/effects/abilities/creature/rathun/fx_rathun_sceptre.prefab prefabs/effects/items/weapons/fx_engoliero_me_espir_wpn.prefab prefabs/effects/items/weapons/fx_sun_and_moon.prefab prefabs/effects/items/weapons/fx_acolytes_frostbite_wpn.prefab prefabs/effects/items/weapons/fx_essence_interrupter_wpn01.prefab prefabs/effects/items/weapons/fx_magistrates_cudgel.prefab prefabs/effects/items/weapons/fx_thundercrack_wpn.prefab prefabs/effects/items/weapons/fx_grave_calling.prefab prefabs/effects/items/weapons/fx_blackbow_wpn.prefab prefabs/effects/abilities/wizzard/fx_citzals_enchanted_armory_sword_wpn.prefab prefabs/effects/abilities/wizzard/fx_citzals_enchanted_armory_morningstar_wpn.prefab prefabs/effects/abilities/druid/fx_great_sword_firebrand.prefab prefabs/effects/abilities/wizzard/fx_citzals_spirit_lance_weapon.prefab prefabs/effects/abilities/priest/fx_spiritual_weapon_berath.prefab prefabs/effects/abilities/priest/fx_spiritual_weapon_eothas.prefab prefabs/effects/abilities/priest/fx_spiritual_weapon_magran_sword.prefab prefabs/effects/abilities/priest/fx_spiritual_weapon_skaen_club.prefab prefabs/effects/abilities/priest/fx_spiritual_weapon_skaen_stiletto.prefab prefabs/effects/abilities/wizzard/fx_concelhauts_parasitic_staff_wpn.prefab prefabs/effects/abilities/wizzard/fx_llengraths_warding_staff_wpn.prefab prefabs/effects/items/weapons/fx_hel_beckoning.prefab prefabs/effects/items/weapons/fx_watcher_sword_wpn.prefab prefabs/effects/items/weapons/fx_torchflame_wpn_green_unique.prefab prefabs/effects/items/weapons/fx_torchflame_wpn.prefab prefabs/effects/items/weapons/fx_frostseeker_wpn.prefab ????? Armor ------------- prefabs/effects/items/weapons/fx_shining_bulwark.prefab (shiny?) prefabs/effects/items/weapons/fx_lethandrias_devotion.prefab ???? Aoe ----------- prefabs/effects/items/weapons/fx_corona_of_the_soul_aoe.prefab prefabs/effects/fx_spell_aoe10m_e.prefab (rite of ancient legends, scroll) prefabs/effects/items/weapons/fx_spinning_assault.prefab (not really aoe) ??? Hit ------------- prefabs/effects/abilities/chanter/fx_their_champion_braved_the.prefab prefabs/effects/abilities/wizzard/fx_minor_grimoire_imprint_hit.prefab
  16. WE NEED LIZARDS!!! WE NEED A FLYING BUGGY (DRAGON FLY!) CUSTOMISABLE BUGGYS THE SPIDER BUGGY NEEDS TO NOT GET STUCK ON EVERYTHING WHEN TRAVELLING. WE NEED A LONGGGG STORY THE GAME IS AMAZING BUT I FEAR IT WILL BE FAR TOO SHORT.
  17. Yesterday
  18. Fingers crossed yeah, I forgot your post started back in June. The forums seem to be pretty quiet and seems a pity no one else showed support for on this post sooner. Hopefully it has been passed on to the devs like you say, due to mod approval. Can’t fault your logic on the mods/roadmap either. I couldn’t see any signs that the roadmap changed much if at all, looks like they’ve always delivered on their promises and then a few small extras here and there too. I’m thinking we’ll see the Fall Update about 4-5 weeks from now (Sept 15th onwards) judging by the previous time between updates, hopefully they’ll announce a 2026 roadmap around the same time. Will be fun to look back when it does drop and see how far off I am Have fun in the meantime
  19. Yes, the buggy staying still after dismounting does solve the problem, but it does make it feel… less alive. Regardless I think “still” will be a perfect answer for a lot of players. It matches up with what horses doing a lot of games. It seems like a fair portion of players like that it has some autonomy of movement… they just wanted to be less like an attention starved cat.
  20. Same. Even on single player, game crashes multiple times during a 1-2 hour session. If I don't save like every 2 or 3 minutes I lose progress. Xbox x
  21. Is anyone else having issues with your omnitool glitching into a steady repeating action, usually chopping, and the glitch causes you to lose your weapon. like it's no longer in your inventory or anywhere on the map? it's happened to me with the weaver daggers and the wolfsbane daggers multiple times. the only fix ive been able to manage is to go back to a previous save before the omnitool glitch and just redo any progress I made after.
  22. Oh...*whew* I haven't completely lost it then!
  23. Same issue, even on my second game save that I'm working on. It's happening whether it's 3 or 4 mutations selected. Sometimes I load in and only one mutation is active. Xbox x console
  24. Okay, I tried a few different things, and I was able to fix the issue by verifying the game files through the PC Game Pass interface. I can now use the workbench.
  25. Same here, it doesnt show weaver daggers for me either. Xbox x console.
  26. Same problem, I purchased twice thinking it was caused by my game crashing, but I still have the ability to build the pebblet foundation, it just stays in the purchase queue. Xbox x console
  27. any chance you guys can post something at least like where to sign up for it.
  1. Load more activity
×
×
  • Create New...