NPCs

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We may have some story arcs down the line where you're killing some well-known NPCs, but we got to build it up: we got to make you either love them or hate them before you get to that point.[4]Margaret Krohn
During sieges or during monster events those venders, the non-combat NPCs, are usually provided for through a particular building type, unless they're general NPCs. If they're general NPCs currently, I think what we're doing is we're despawning them if they're not combat-oriented and if they are a service building like a constructible, if that building becomes damaged, then the NPC is disabled post the event, or post the siege until the building is repaired; but they're not present to be killed as part of the siege event. If they're a combat NPC, such as a mercenary or like a captain of the guard whatever: they're present, they can be killed and they have ramifications for doing so.[5]Steven Sharif
  • Some NPC movements and behaviors are dictated by time of day or other rotational cycle, others will be static.[9]
Where we place the NPC rotations that are relevant- those would be rotations that exist perhaps within an hour, not so much within a day so-to-speak. So there might be five minutes of some changing of an organization's acolytes in a temple or something; and that might be because obviously there's a quest related to that rotation.[9]Steven Sharif
  • NPCs will behave differently based on a player's reputation.[10][11][12][13] Otherwise, branching dialog trees are not currently planned for NPC interactions.[10]
Q: Can you influence NPCs or mobs when interacting with them by using your knowledge of their unique personalities/routines/lore or general knowledge of the world state?
A: We haven't planned for any type of branching dialogue personalities that give insight to those types of things and I don't believe that's planned for our narrative design, no. There is however some potential faction-based reputations that can be had and those reputations might send the NPCs down different behavior trees; and that is something that is incorporated. But if I understand the question correctly it's more along the lines of catering specific dialogue responses that will send down different dialogue branches and that's not planned.[10]Steven Sharif
Elite monster 3D turntable.[14]

It's a really big dude and the idea behind him is you're gonna see big monsters- I think that the character comes up to like his elbow maybe, or just beneath the elbow I'm not sure- but you're going to see these big elites just roaming and wandering through the world. They're not assigned any to to any particular hunting ground, they just roam; and I think that component is pretty cool especially when you have an open world where you can see something unique that's not matching the monsters you're hunting in a certain area but just strolls by.[14]Steven Sharif

Goblin 3D render. 3D model by Chris Atkins.[15]

There are going to be different types of "Goblinesque" creatures; and this one has not skipped out on his leg or arm day, which is a good thing for him because he's probably going to be in a lot of fights.[16]Steven Sharif

There will be a mix of different monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[17]

In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[17]Steven Sharif
  • Not all creatures are immediately hostile to players.[18][11] Some creatures may hunt other creatures.[19]
We've talked about this a little bit in the past when talking about taming and/or certain types of like creature gatherable resources there are herds that exist out there. There are big game that exist out there, where they're not going to aggro and attack you per-se. Also lower level monsters and certain type of like social monsters may not attack you off the bat.[11]Steven Sharif
We will have flying monsters but essentially what that means is there's going to be rotations either in the behavior tree that might make them inaccessible to targets, or they might do some like swooping attacks; they might come and land on the ground and fight you. But generally monsters are going to be accessible from on the ground, so we're not creating content for the limited number of individuals who are going to have access to a flying mount.[20]Steven Sharif
Leashes are relevant. There's other gameplay implications that happen when you're able to actually move populations around. We don't want to really give that to the players perspective.[22]Steven Sharif
  • Named mobs will usually have a unique character appearance.[23]
There is something to be had there about those types of screen-shake effects. We want them to be present when we're emphasizing certain things, but we don't want them to be a nuisance, or annoying, or too plentiful; and having screen-shake apply to every step would probably be too abundant. Will players have control over those on-screen type effects? Yeah I think so. I think that's something we want to provision as a customizable option for players to be able to turn off, because it can be somewhat nauseating for certain groups of people and a distraction from what's happening in the world.[24]Steven Sharif

NPC types

NPC races

NPC racial interaction

Template:NPC race

Racial influences

Alpha-1 Village node layout.[30]

We have essentially sets that exist across all races; and each race that dons those armor sets is going to have their own racial influence on the presentation of those particular sets. So that's something that's unique in how each of the races get diversified. Additionally, the more that one particular race contributes to a node's development, it's going to manifest in that particular node's architectural influences. You're going to see the architectures of those races become manifest within the nodes as well: That's another way that we diversify each race and we present each race's culture in the game as through those architectures, through those props that exist, through the tailoring of the armor sets that the NPC might wear, to the different factions that exist. Factions will have their own affiliation with different races as well. Each race will also have some different nomenclature when it comes to the lore, or comes to locations in the world. They're going to have their own language influences as well: The way they speak is something that's going to be distinct between races; when you have dialogue trees with particular NPCs. So all of those things really go into setting an immersive world where the cultures have their own identity.[31]Steven Sharif

Cultural influences manifest in many ways, from node and gear aesthetics to NPC languages and lore.[31][32][33]

There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in.[34]Steven Sharif

NPC variants

There will be variants of the monthly cosmetics for NPCs and Mobs.[36][37]

We've mentioned this before about what the cosmetics do, but all of those pre-order pack items allow us to create the world. They're the NPCs in the world. They help us make NPC variants. The clothing and costumes are costumes that we'll be putting on NPCs. You're actually helping us create the world.[38]Margaret Krohn

Reputation

Good actions, such as completing buy orders, commissions, and caravan trips, can cause a character to gain positive node reputation. Bad actions taken, such as failing certain quests, may result in gaining negative reputation. This reputation is gained or lost on a per-node basis.[39][40][12]

Whether you're a citizen or not, you can establish reputation within a node; and the way you establish that reputation is by completing buy orders, completing commissions and quests, and even completing caravan trips there or out of there. Different interactions that you would do with the node can yield you reputation within that particular node.[39]Steven Sharif
  • Negative reputation may open up certain quest lines that the darker, seedier side of the world are interested in.[12]
The more good aligned or civilization building aligned tasks that you complete, you get higher positive reputation. But if you get low or bad reputation you could be deemed enemy of the state of a node. You could be deemed a bad actor and it might raise prices for you, but it also might open up certain quest lines that the darker, seedier side of the world are interested in.[12]Steven Sharif

Certain NPCs and node vendors will react differently to player characters based on their reputation within the node or with "factions" within the node (such as social organizations).[10][11][12][13]

Node reputation is a separate mechanic that also deals as a predicate for the vendors that you have access to as a player. And so you can establish that node reputation by doing certain activities within the node, by progressing within certain social organizations, or certain religions within the node; and then that predicate serves as your access either to items granularly within a vendor's access table, or to just vendors as a whole. It just depends; and there's different thresholds you have to meet across different vendors.[40]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.
  • NPCs will add a player to their hate list if that player heals, buffs or otherwise assists any player on their hate list.[42]

NPC perception

NPC perception is intended to have different sensory types, ranges, and angles.[43][44][45]

  • NPCs will have varying fields of view. Some will have the ability to perceive sounds.[43][44][45]
We are talking about things like unique abilities played by characters that extend the perception radius, or sounds and different types of walking that are angular from the mob's perception perspective to be unique, different types of creatures that might be of three-dimensional in space, whether it is in water or birds in the sky that have a downward cone angle type perception as well. Those are things we want to do, but we haven't yet spent the time on the AI behaviors there.[44]Steven Sharif
Q: How far away from hostile targets will be before they act aggressively towards us? More specifically, will creatures watch us murder their friends in the open world with no reaction, will they try to kill us in retaliation, or will they run away in sheer terror?
A: Obviously as MMO Gamers we're accustomed to the concept of social aggro. When I hit a target out in the field, they're going to aggro other creatures nearby. We have similar functionality. Obviously however we also have this concept of a more puzzle-oriented level design, where you have different patrollers that might be moving around the world. So that dynamic is always changing the creatures that are near each other might be something that you need to be cognizant of as you begin to navigate those areas. And there might even be certain faction types, where you may have dedicated aggro social tags between certain creature types; and that might be like goblins with their goblin dogs. They could be far away but they send off an alert to those nearby enemies when you aggro another target. And then you also have these perception radiuses; and there's a number of different perception radius types that we incorporate as part of our AI. Those things might be a forward-looking perception cone that represents sight-based perception; and then you might also have a rear perception radius that might represent kind of sound; and those perception types might even interact with unique stats. So, as a Rogue you might have a stealth ability, or as a Ranger you might have camouflage ability: Those are going to dampen those stats which are checked by those perception radiuses; and then you might even have different creature types that fly above the battlefield, or beneath the battlefield, and they may have downward cone type angles. The whole idea is that that navigating the world should be like a puzzle as you move throughout.[43]Steven Sharif
  • NPCs in certain encounters may be aware of their local environment and can seek cover behind obstacles, for example; but this will not be prevalent in general AI designs.[46]

Voice acting

  • Narrated quest lines are not currently planned for launch.[47] It has been stated that adding voice acting into the game at a later point will be a fairly cosmetic change.[47]
Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[47]Steven Sharif
  • The use of AI voice acting is under consideration.[49][50]
I think that some of the technology and the advancements that we've seen, not just within the gaming industry but a broad scope of AI influence, is something that we are keeping a close eye on and we have some plans to investigate and inspect a few of the designs and approaches that we've taken, particularly as it relates I think to this question and AI voiceover potential to influence our narrative loops and how players interact with general AI dialogue; and there is an opportunity there, but it's not one that we have fully explored yet, although it is on the docket for the first part of next year for us to analyze what potential exists from a leveraging standpoint for this new tech; and I would say, stay tuned next year as we give updates. You'll likely see some things, perhaps even in Alpha-2 that could relate to that, we'll see. But, it is something we are aware of and we are keeping close tabs on how to integrate and leverage as part of Ashes.[49]Steven Sharif

NPC languages

Languages in Ashes of Creation may refer to:

Node types

Pre-alpha Metropolis node.[53]

Nodes exist all throughout the world and the location of said node will determine its type; but this type will be... seen at the first stage of development when the first stage when a node propagates real-time assets in the world; is basically these NPCs, these merchants that come into an area and they offer services and/or of stores or whatever the deal may be. You will see the flavor of the node from those merchants. So if it's a military node you'll see military people. If it's... an economic node you'll see merchants. If it's a scientific one you'll see scholars; and if it's a divine one you'll see priests and clerics. So players will have a very firm understanding of which node is which type in order to know how they want to progress.[54]Steven Sharif

Nodes are assigned one of four (4) node types, each of which contain unique specializations.[55]

  • Players will be able to identify the type of a node at its first stage of development (Expedition) based on its NPC population.[54]
Node type.[55] Specialization.[55] NPCs.[55] Currency.[56][57]
Divine nodes Faith and skill/equipment augment focuses Priests Favor
Economic nodes Trade and merchant focuses Merchants -
Military nodes Combat and class training focuses Guards Honor
Scientific nodes Artisan and construction focuses Scholars -

Ashes of Creation allows you, the player, to decide the fate of the world around you. With each Node Type, you can change the flow of resources and goods in the world. Will you grow the largest Economic Metropolis and help guide the riches of Verra, or will you choose another path unlocking new stories filled with allies and enemies?[58]

Node types are predetermined and are the same across all servers.[55]

For example, if a level 4 Scientific Node is destroyed, it will become a Level 0 Scientific Node. It will never be any other Node Type other than a Scientific Node. The location of these Types relates to the influences of the area around the Node.[55]Margaret Krohn

Node types affect various services and systems at each level of node advancement.[55]

Node types will be definitive during the Beta testing stages.[59]

Beta testing will require that the node types be definitive; and that's because of how node types are integrated into the relating and corresponding neighboring points of interest and those quest lines. So it's not something we can swap very easily.[59]Steven Sharif

Player stalls

Niküan player stall concept art.[60]

If there were ever a cornerstone serving as the bedrock of Niküan trade, then this modest stall would be it. Stacked from floor to thatched roof with all manner of catch, it is prepped for a full day of commerce and trade. Here, haggling is not merely a suggestion, but a requirement.[60]

Player stalls (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[62], in Marketplaces (the constructible building available for placement by mayors of any Town (stage 4) node or higher), or as business buildings on freehold plots.[63][64]

All nodes do have the ability to spawn player stalls. If you're not an economic node and you don't have a market- that's essentially your unique building- then you can construct essentially what is I guess would be called a... marketplace; and that marketplace will then come with certain services and it will come with a certain number of stalls. The economic node as I recall has the ability to construct an auction house and the auction house serves through the economic means the ability to list and sell items and that comes with additional stalls as well for the players.[64]Steven Sharif

Renting a player stall enables players to sell items as well as provide repair and enchanting services, even when they are not online.[65]

  • Player stalls are rentable by node citizens.[66]
    • Player stalls may be utilized for a period of time based on the price paid to rent the stall.[65]
  • Player stalls are linked to a player's warehouse.[67]
  • Player stalls do not require the attendance of the character or for that character to be online.[66]
    • An attendant NPC is assigned to the stall.[67][65] This may be an "image" of the player.[68]
  • Players are able to input required items for repair and also purchase required materials for that repair.[69]
  • Player stalls may still operate during node siege declaration. This is subject to testing.[70]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[71]
  • Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.[68]
    • These give the location of the stall so players can travel there and purchase the items.[68]
  • Stall sales are also listed in auction houses.[72]
    • This may no longer be accurate.[73]

Banking

Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[74]

Day and night cycle

Alpha-2 day/night cycle.[77]

Day and night cycles in Ashes of Creation are actually over the course of a few hours.[78]Steven Sharif

There is a day/night cycle in Ashes of Creation.[79][80]

  • Day and night cycles occur over the course of a few hours.[81][78]
    • Fifteen IRL minutes may equate to one hour in game time but this is subject to change.[82][83]
    • Day and night cycle tied to server time will be tested in Alpha-2.[84]
The day night cycle is tied to server time, yes. So there is a number of hours that exist between each of the cycles. That's something that we'll be fine-tuning of course during Alpha 2 as well, but it is intended for players to interact with certain systems even based on in-game time as well.[84]Steven Sharif
  • The developers requested feedback on the intensity of illumination and darkness that will be present in Alpha-2.[85][86]
    • Based on feedback the developers increased the nighttime darkness.[81]
Certain creatures will react differently. Certain spawns react differently during night times and different day/night cycles. Those might also influence things like abilities and/or buff/debuff vulnerabilities. You'll have to find out based on the type of creature you're experiencing.[88]Steven Sharif

Transportation of goods

Alpha-2 materials inventory user interface.[91]

Inventory for A2 will exist in two categories, spatial and non-spatial. The spatial inventory system will only exist for materials and gatherables. The non-spatial system will be the normal single slot inventory that is used for all completed items IE gear, consumables etc.. The spatial system is intended to provide limitation and progression when everything in the open world is gatherable, requiring players to strategize which things they choose to gather or not. These spatial inventories will be shaped in various ways that make the bag types more conducive for certain types of gatherables allowing players to specialize their capacity. Auto sort is a feature[92]Steven Sharif

Inventory capacity has quantity (stacking) limits based on the type of item.[93][94] Backpacks offer varying stack sizes and/or spatial inventory shapes that are optimized for carrying different items.[95][96]

Inventory is split into two separate management systems. The first is your non-material, non-gatherable slots. Those are your standard single slot, not-space-constrained system that's a standard inventory: you just have a single slot, and you can pull completed items and/or consumables and quest items or whatever into that slot. And then, when you're talking about materials, specifically processed goods and gatherables: those exist within the Tetris type uh inventory system.[100]Steven Sharif
  • Items are placed into the most suitable inventory slots by default.[91]
All those materials actually sorted nicely in the appropriate bags based on your stack sizes.[91]Alex Khudoliy
We want to have very unique progression when it comes to the construction of resource bags; and those resource bags will have certain benefits, like increasing stack size count of particular types of resources; or of having a additional delay time necessary to interface with with your corpse, should a player try to take the resources you might have dropped in PvP; or having passive benefits and unique structures of spacing that makes it more a better bag for wood gathering because woods are three-by-one; or a better bag for mining because mining is always two-by-two. The idea is to make your intent as a gatherer when you go out into the wild specific right not just that you're going out into the wild and gathering everything you can because it's there; and that's what we don't have like a labor system that limits it. We have a space constraint system so when you leave your node and you go out into the wild you need to be conscientious of what you're choosing to interact with and take resources for, because you have a limited space constraint to that degree.[100]Steven Sharif
  • Inventory capacity is subject to quantity rather than weight limits.[93]
In my opinion, and this is of course subjective, but weight management is not a compelling mechanic for players to have to deal with in an MMO setting.[93]Steven Sharif
We want you to know where the things are; and then the meaningful aspect of that thing is traveling to those locations to access some of those things, particularly as it relates to materials and raw gatherables.[108]Steven Sharif
  • Inventories will be able to be sorted.[92]
Q: Why did you go for a spatial inventory system for resources?
A: There's a number of different methods that we can use in an effort to mitigate, or again throttle, the amount of success that players can have in any one trip out in the world. Now, we're using a combination of three things: We are using progression gating through your profession level; so you need to have a certain level to access certain resources. We are utilizing the spatial inventory space as a limitation on how much things you can gather before you need to go back to town. And then lastly we have a tool predicate where you need to have a tool that is relevant for the resource you're gathering; and those tools have a decay value after each use. Weight is obviously an approach that we could take if we wanted to limit. However, the spatial system works in concert with a number of other types of systems. For example, we want to have itemization drop on death specifically as it relates to material items; and we want there to be an additional layer above just weight that introduces complexity; and where there is complexity there is choice and there is strategy and there is planning required on behalf of the player in order to set themselves up for the best possible success in certain situations.[99]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.
  • Mules can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[109]

Artificial intelligence

Jermaine Torment of Illwind boss mob.[111]

You can see how we utilize some of the different armor pieces- you've probably seen some of these pieces on different outfits like that toast Corvid Castigator cloak is on him.[111]Margaret Krohn

Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[112][113]

  • Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[112][114][115][116]
    • Higher frequency of AoE attacks depending on how many players are participating.[114]
    • Unlock rage, recovery effects and buffs.[117][114]
    • Supporting other monster types or classes nearby.[117]
    • Additional adds and add classes.[114]
    • Some NPCs may attempt to seek cover behind obstacles during encounters.[46]
  • NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[118]
Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[112]Steven Sharif

There are AI systems that don't relate to controlling NPCs.[119]

There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[119]Steven Sharif

Ashes of Creation Apocalypse horde mode

Ashes of Creation Apocalypse horde mode is an Ashes of Creation Apocalypse testing mode where 50 players defend a city against waves of incoming NPCs and player controlled monsters.[120][121][122]

  • Each wave is more difficult than the last.[122]
  • Between waves, players collect experience, money and weapons to take back to their hold to defend against the next wave.[123]
  • Monster coins enable players to join the game as part of the horde.[122]

Horde mode will include adaptive AI boss mechanics.[121] Rewards are obtained dependent on progress against these NPCs.[124]

Horde mode will absolutely include boss mechanics, so some of the ideas behind that is going to have a wave mode of a variety of NPCs will likely include some achievable cosmetics as well in that mode depending on how far you can get and those cosmetics will include pets of the NPCs that you face, so like a little miniature version of the NPC's and we'll update those as well, that you'll have in the MMO.[124]Steven Sharif

Horde mode is specifically for testing.[124]

It's a way that we thought it would be fun to implement AI mechanics that we're looking to implement. Testing the the blackboard for the AI. Being able to have variable types of NPCs that have roles whether it be like a sniper, ranged, melee, boss, heroic different AI focuses for those monsters during interesting situations.[124]Steven Sharif

Population based scaling

The prices that NPCs sell items for will scale based on the economic activity on a server. Prices will rise to combat inflation and fall as a population diminishes.[125]

The node system allows the developers to scale the experience needed to level a node and the attrition that affects a node based on activity.[125]

Things that NPCs buy and sell scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything ends up being equal, even though there might be a couple of extra zeros. So that can go up and it can also go down so as a population leaves, things become less expensive and players don't have to do as much to earn that. On the other side of things we look at the node system and the node system is set up in this really flexible way that allows us to scale the experience needed to level a node and the attrition that delevels a node to scale based on activity too. So it's just a matter of adjusting a couple of constants and that goes up and down and the server can watch it and change those on the fly as it needs to.[125]Jeffrey Bard

Artwork

See also

References

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  61. Livestream, May 29, 2020 (1:00:57).
  62. Livestream, May 30, 2019 (1:26:16).
  63. Livestream, June 30, 2023 (25:05).
  64. 64.0 64.1 Interview, July 8, 2020 (55:05).
  65. 65.0 65.1 65.2 Livestream, May 10, 2017 (16:36).
  66. 66.0 66.1 steven-player-stalls-shops-online.png
  67. 67.0 67.1 Livestream, October 30, 2020 (1:04:59).
  68. 68.0 68.1 68.2 Livestream, May 10, 2017 (35:16).
  69. player stall repair.png
  70. Livestream, October 30, 2020 (1:06:09).
  71. Livestream, October 16, 2017 (59:39).
  72. steven-player-stalls-shops.png
  73. Livestream, July 31, 2020 (1:34:06).
  74. Npc vending.jpg
  75. Livestream, June 28, 2019 (1:23:31).
  76. Livestream, 2018-04-8 (AM) (23:18).
  77. Livestream, November 30, 2020 (41:49).
  78. 78.0 78.1 Video, December 2, 2022 (11:11).
  79. Livestream, June 25, 2021 (29:58).
  80. 80.0 80.1 80.2 Livestream, May 12, 2017 (57:41).
  81. 81.0 81.1 Video, November 30, 2023 (35:28).
  82. Livestream, May 27, 2022 (1:13:39).
  83. time.jpg
  84. 84.0 84.1 Livestream, December 2, 2022 (1:07:29).
  85. Livestream, December 2, 2022 (1:08:06).
  86. Livestream, December 2, 2022 (53:01).
  87. Video, November 30, 2023 (34:36).
  88. 88.0 88.1 Livestream, December 2, 2022 (1:10:14).
  89. day cycle.jpg
  90. Livestream, December 2, 2022 (1:09:42).
  91. 91.0 91.1 91.2 Video, November 30, 2023 (30:19).
  92. 92.0 92.1 92.2 Twitter - Steven Sharif - Spatial inventory slots.
  93. 93.0 93.1 93.2 93.3 Livestream, February 24, 2023 (54:55).
  94. Livestream, May 29, 2020 (1:27:18).
  95. Video, November 30, 2023 (13:38).
  96. inventory backpack.png
  97. Livestream, February 24, 2023 (22:57).
  98. 98.0 98.1 98.2 Livestream, July 25, 2020 (1:14:13).
  99. 99.0 99.1 99.2 Livestream, November 30, 2023 (1:29:18).
  100. 100.0 100.1 100.2 100.3 100.4 Livestream, June 30, 2023 (1:24:42).
  101. Livestream, June 30, 2023 (46:17).
  102. Video, June 30, 2023 (8:54).
  103. Podcast, July 15, 2023 (22:57).
  104. 104.0 104.1 104.2 Interview, September 10, 2023 (47:13).
  105. Livestream, February 24, 2023 (46:15).
  106. Livestream, November 19, 2021 (40:53).
  107. Livestream, November 30, 2023 (1:34:08).
  108. 108.0 108.1 Livestream, July 29, 2022 (1:17:33).
  109. Livestream, July 18, 2017 (44:57).
  110. Livestream, May 22, 2017 (40:41).
  111. 111.0 111.1 Livestream, June 25, 2021 (21:24).
  112. 112.0 112.1 112.2 Interview, September 10, 2023 (34:51).
  113. About Ashes of Creation.
  114. 114.0 114.1 114.2 114.3 Interview, June 13, 2021 (22:20).
  115. Livestream, July 28, 2017 (43:57).
  116. Livestream, May 5, 2017 (11:55).
  117. 117.0 117.1 Livestream, July 29, 2022 (1:23:56).
  118. Livestream, 2018-04-8 (PM) (3:56).
  119. 119.0 119.1 119.2 119.3 119.4 Podcast, May 11, 2018 (24:23).
  120. Interview, August 24, 2018 (13:17).
  121. 121.0 121.1 Newsletter, 2018-08-7
  122. 122.0 122.1 122.2 122.3 Livestream, September 1, 2018 (54:06).
  123. Livestream, August 17, 2018 (30:29).
  124. 124.0 124.1 124.2 124.3 124.4 124.5 124.6 124.7 Interview, August 8, 2018 (4:00).
  125. 125.0 125.1 125.2 Livestream, June 4, 2018 (39:15).