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Active skills

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Players can build their characters with the active skills they want on their action bar.[2][3]

  • The number of skills on the action bar will be contained (fewer than 30).[4]
  • There will be an option to include multiple hotbars (action bars).[5][3]
  • For example: One Fighter will be different from another based on what active skills they have chosen.[4]
  • Through skill choice, players can customize their combat experience to focus on tab targeted skills, action targeted skills, or a mix of both.[6]
  • Players are not given skills as they level up, they must choose what skills they take.[7]
  • There is no spellbook requiring memorization.[8]

There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[5]Steven Sharif

Primary skills

Alpha-1 Tank primary skills early user interface design.[9]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[10]Steven Sharif

The idea behind the system is that you're kind of skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[11]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[12] Players can personalize their primary skills with augmentation from a secondary archetype.[13][12][14]

The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill.[15]Steven Sharif

  • Each secondary archetype offers four different schools of augmentation.[13][16] Each augment school affects a primary archetype's skills in different ways.[17]
    There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards; and certain augments will have more expense required on the skill point side.[18]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[19]
  • Augments to primary skills will fundamentally change the way the ability works: Adapting what the ability once did to incorporate the identity of the secondary archetype.[20]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[22]
  • Some spell colors and general FX change based on augments.[23]
    • Active skills could look totally different after an augment gets applied.[24]

Skill points

Alpha-1 early preview skills UI.[25]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[25]Steven Sharif

Players receive skill points as they level. These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[26][27][28][29]

  • It will not be possible to max all skills in a skill tree.[29]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[7]
  • Players are able to reset and reallocate their skill points.[30]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[5]Steven Sharif

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[31]

  • The goal is to have special animations for parrying, blocking and evading.[32]

They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that kind of stuff to show up.[32]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[33][31]

Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[31]Steven Sharif

  • Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[36]

We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play kind of feel.[31]Jeffrey Bard

  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[38]
    • In current Alpha-1 testing mounts are not separate from the player.[38]

There's also going to be effects that just stun the mount or stun you on the mount.[38]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Javelin Javelin Icon.jpg Pulls your target to your location. Generates additional threat.[40][41] Increased damage. Now pulls up to 3 targets.[41] Increased damage. Now pulls up to 5 targets. Stuns targets.[41]
Jump jump icon.png Dash with cooldown.[42] Cooldown is replaced by charges with individual cooldown.[42] Drops a bear trap at the location the ranger dashed from.[42]
Snare snare icon.png Foot pin roots target in place.[43][44] Adds a bleed.[44] Snares after root expires.[44]
Trap trap icon.png Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[45] Traps stun instead of root.[45] Place up to two traps.[45]

Mobility

Revamped Alpha-1 Mage Fireball ability.[46][47]

The general approach that we're kind of taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's kind of the general design philosophy we're using to approach the overhaul.[46]Tradd Thompson

Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[48][49]

  • Prone and crouch will likely not be in the game.[50]
  • Moving backward will likely not affect block and parry.[51]

I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[48]Steven Sharif

It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.[48]Jeffrey Bard

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[52][53] Increased blink distance. Reduces threat on targets nearby upon activation.[54][53] Increased blink distance. Deals area damage upon impact.[54][53]
Jump jump icon.png Dash with cooldown.[42] Cooldown is replaced by charges with individual cooldown.[42] Drops a bear trap at the location the ranger dashed from.[42]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[12] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[55] Increased resistance to disable abilities.[55] Clears crowd control when sprint starts and removes silence.[55]

Player movement

There will likely be a toggleable walk/run (autorun) capability in the game.[57]

  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[58]

Back-peddling (walking backwards) and strafing are slower than normal movement speed.[59]

Collision

There are player and spell collision mechanics in Ashes of Creation.[60]

  • Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[61][60]

Dodging

Dodging in Alpha-1 early combat.[5]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[5]Steven Sharif

Dodge rolling type skills is housed in the action skill sets of agile classes such as Rogues or Fighters.[5][62]

Q: Will there be evade frames/ I-frames on dodge?
A: I would say it's a safe bet with regards to how we're approaching the hybrid combat that not only are gonna have true evasion skills that apply to more action-oriented skills that are coming your way, but you'll also have you know I-frame type skills that would apply perhaps to a tab targetable skills coming your way. So I think you're gonna have a healthy balance of both with it when it comes to skills that you can spec into.[63]Steven Sharif

Active blocking

The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box with hit points (HP). It can actively block projectiles.[64]

  • The developers have not yet decided on whether active blocking will be part of the MMO. They are currently leaning toward using more traditional buff-oriented universal damage mitigation but are also considering interaction between action-based blocking and a passive block stat from the waterfall stat system.[65]

In APOC when we had the active shield stance- that was an active shield block action-based system; and when we collected design data on essentially the efficacy and essentially the accuracy of players who used that wasn't very high; and there is a concern at least on the front of implementing a action restricted type active shield block as opposed to what would traditionally be along the lines of activating a buff that grants a shield block rate adjustment and is universal on incoming damage- and interfaces with the stats- is really something that we're leaning towards in incorporating for the hybrid combat system.[65]Steven Sharif

This is something we're still actively iterating on and actively going to be testing in our hybrid system but you know as we're as we're doing that we are taking into consideration. Obviously we want action based components to also interact in some way shape or form with the waterfall stat system as well; and you know that seems like it might be an oxymoron from an action to tab sense, but it doesn't have to be. There can be components of action- so say for instance you could have a dual component where you activate that shield stance and if you accurately intercept an incoming projectile or a skill that's been initiated from the forward arc, you get 80% damage mitigation or 80% application of the physical defense of the shield; and if it comes from an area outside of that forward arc then you get a lesser bonus; and that essentially what would happen is let's say you take into account the stat of the shield's physical defense value, you apply it as a mitigating factor to the incoming damage, but in addition you augment that system with the waterfall stat that is responsible for shield damage mitigation or shield rate; and maybe you know the default skill says 80% damage mitigation from forward arc but that gets augmented up to 87% because of your stat essentially; and if it's not in your forward arc then it gets you know 50% efficacy- maybe it's 40 something percent. So just to give you kind of insight into what goes into kind of determining these skills and how they interact on an action-based front.[65]Steven Sharif

Interrupts

Abilities with a cast bar can be interrupted during the cast.[49]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Bulwark Bulwark Icon.jpg Strikes your target and increases your block chance. Generates additional threat.[66][9] Increased damage. Increased duration. Increased block chance.[9] Increased damage. Increased duration. Increased block chance.[9]
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location. Each meteor deals large area damage upon impact.[67] Increase damage and number of impacts. Stun enemies as they are hit.[68] Increase damage and number of impacts. Stun enemies as they are hit.[68]
Onslaught Onslaught Icon.jpg Charge your target. Provides a small damage-absorbing shield. Generates additional threat.[69][70] Increased damage. Increased shielding. Knocks down target.[70] Increased damage. Increased shielding. Knocks up targets along the chargepath.[70]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[12] - -

Animation cancelling

Animation cancelling will not be a combat mechanic.[71]

Combat stances

The use of weapon stances in game is likely.[72]

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[73]

RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those you know dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[74]Jeffrey Bard

Combat targeting

Players using action targeted and tab targeted skills defending a village node from world boss attacks in Alpha-1.[75]
Alpha-1 early hybrid combat demo.[76]

Players can very easily transition between tab targeting and action combat. By pressing Z I now tie my cursor movement to my camera and additionally a reticle has spawned.[76]Steven Sharif

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

Hybrid combat refers to the choice between tab targeted skills, action targeted skills, or a mix of both in the Ashes of Creation MMORPG.[6] This is achieved through choice of skills/abilities.[77][35]

  • A tab-targeted ability requires a target in order to utilize that skill.[78]
  • An action skill is anything that can be utilized through placement of the player, such as a reticle, a ground template or a directional placement.[78]
  • It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[35]
  • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[25]

Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[35]Steven Sharif

A toggle button (default Z)[79][76] allows the player to switch between action and tab targeted combat modes.[80]

  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[76][80]
    • The action camera is tied to the to player's reticle. There will likely be a hotkey that when held down will allow free camera movement.[81]
    • The reticle will highlight/change color to indicate if the current target is able to be hit with the currently prepared skill.[76]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target. Currently this is activated left-click in Alpha-1, but it will be changed to right-click.[76]
  • The tab mode (MMO mode) facilitates tab targeted combat.[76][80]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[76]
    • There will be a "target of target" capability on the user interface.[82]

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[83]

  • Damage.[83]
  • Charge up time.[83]
  • CC effects.[83]
  • Cooldown.[37]
  • Energy consumption.[37]
  • Cost to spec.[37]
  • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[84]

As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage. [83]Steven Sharif

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[37]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[37][35]
  • Softer CC's would be housed in tab-targeted abilities.[37]

Hybrid combat is scheduled for testing in Alpha-1.[77]

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[85]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[85]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to kind of just making it smaller for one and not the other.[85]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[85]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[85]Steven Sharif

Directional attacks

There will be directional attacks (back attacks, flanking attacks, frontal attacks) that deal additional damage depending on the positional context of the attack.[86]

Cleaving

Weapon attack cone in Alpha-1.[76]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[76]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[76]

Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[76]Steven Sharif

This is described as a weapon attack not an active skill.[76]

Ashes of Creation Apocalypse combat targeting

Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[89]

  • A hot key can be used to toggle reticle mode on and off.[89]
  • Left mouse click is used for basic weapon attacks.[90]
  • Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[90]
  • Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[91]
  • Certain weapons and skills have ADS (Aim Down Sights) functionality.[92][93]

There will be aim down sights. You may have seen it that you can aim down sights on weapons; and there will be scopes on like crossbows and stuff that - arcane scopes - that you can use.[92]Steven Sharif

Some spells do have ADS. There's a long-range meteor blast that can be used from one of the spell books; and that has an arcane zoom in. It lets you zoom into a target.[93]Steven Sharif

Alpha-1 will test hybrid action/tab combat.[77][94]

Headshot mechanics

There are no headshot mechanics in the Ashes of Creation MMORPG.[85][95][96]

See also

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