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Racial appearance
Latest Dünir character model concept art.[1][2]
Updated Empyrean character 3D render. Concepted by Emanuel Gonzalez. 3D model by Chris Atkins.[3]
Updated Kaelar character model concept art by Emanuel Gonzalez.[4]
Updated Niküa character model 3D renders.[5]
Updated Py'rai character models.[6]
Updated Ren'Kai character model concept art.[7]
Updated Vaelune character model 3D renders.[9]
Updated Vek character models.[10]
The races in Ashes of Creation are primarily humanoid in appearance. This was mainly driven from a lore perspective as well as savings in animation and character design.[11]
- I didn't feel that it was necessary to recreate the wheel on races from a fantasy perspective. I'm not sure how much that would add to the flavor of the game. Obviously I think that we're capable of doing unique things within the cultures and I think we are doing that specifically, like an islander dwarf race. I mean that really hasn't been seen before. Or a stargazing noble Vek looking race: Those things are still unique and they still bring innovation to the idea of what these races can be, but at the same time there's a familiarity there that players can feel comfortable with in the traditional fantasy setting.[12] – Steven Sharif
Művészi stílus
Az Ashes of Creation jobb grafikai kinézettel fog rendelkezni mint a legtöbb nyugati játék. Nem lesz túl stilizált vagy "rajzfilmszerű".[13]
- Az Ashes of Creation Apocalypse battle royale teszt módban fellelhető minden grafikai elemet az Intrepid Studios készítette.[14]
Egy kicsit feszegethetjük a határokat a grafikai kinézet terén, főleg mivel Unreal Engine 4-et használunk... A vágyam az volt hogy ne lássak nagyon rajzfilmszerű játékokat. Nem rajongok az erősen stilizált művészetért.[13] – Steven Sharif
Artistic influences on the races
- Az Aelan építészet a középkori francia építészetből merít.[15]
- A Dünir a Skandináv kultúrából merít.[16]
Az Empyreanokon érződik a Görög-római imperialista beütés.[17]
A Niküán Polinéziai befolyás érezhető.[17]
- A Py'Rai-on Navajo Amerikai őslakos befolyás észlelhető.[17] A Py'Rai építészet erdei stílusból merít.[19]
- A Pyrian építészet Görög-római építészetből merít.[20]
- The Vaelune have a Middle Eastern influence.[21]
A Veken fellelhető Mezoamerikai befolyás.[21]
Meglátjátok majd a különböző rasszokat, amik a játékos szemszögéből elérhetőek, sok különböző befolyás látható különböző kultúrákból világszerte: Nem csak Európai, nem csak Afrikai, nem Mezoamerikai. Ezek a kultúrák jelen lesznek a rasszokban.[22] – Steven Sharif
Az elképzelés az, hogy találjunk egy alap komponenst a való világból, és ebből kiindulva tápláljuk a képzelőerőnket.[15] – Steven Sharif
Character racial appearance
Azt akarjuk hogy sok élettere legyen annak hogy az emberek a saját indentitásukat manifesztálják, hogy legyen Roleplay lehetőség kinézeti tekintetben. Lesznek paraméterek amin belül képesek lesztek a karaktereteket szerkeszteni. Azt akarjuk hogy a rasszok kultúrája és a hovatartozása úgy létezzen hogy egymástól elkülöníthetőek legyenek. Így egy skála van amin elhelyezheted magad. Sok hajválaszték lesz amit használhatsz majd és sok fajta tetoválást helyezhetsz el majd a testeden. Játszadozhatsz majd az arcszerkezet arányaival, a csontszerkezettel, a magassággal, szélességgel és a testzsír százalékkal. Hozzáadhatsz majd szőrzetet a test különböző részeihez. Ha szőrt akarsz a lábfejeden, azt a csúszkát is felhúzhatod.[25] – Steven Sharif
A karakter megjelenést a karakter készítőben(CC)[26] szerkesztheted, továbbá játékbeli szalonokban/fodrászüzletekben.[27]
- A karakter modellek valósághűségre törekednek.[28]
- A játékos egy általános karakterrel fog szembetalálkozni testreszabás előtt.[29]
- A karakterdizájn sokszínű kultúrákból fognak meríteni, mint Európai, Afrikai és Ázsiai.[30]
- Lolik nem lesznek a játékban.[31]
Csúszkák teszik majd a testreszabást rugalmassá.[32] A lehetséges elváltozás mértékét néhány tekintetben korlátozni fogják az egyes rasszok.[33]
- Haj változatok.[25][34]
- Szemszín.[38]
- Bőrszín.[38]
- Arcszőrzet.[39]
- Testművészet.[25]
- Tetoválások.[38][25]
- Hegek.[38]
A beállítások megengedik hogy egy karakter nőiesebb vagy férfiasabb legyen.[34]
A karakter megjelenést lementheti majd a játékos a saját meghajtójára.[40]
Az "alapértelmezett kinézet" előfordulhat hogy ideiglenesen átveszi az egyéni helyét ostromok, vagy más nagyméretű csaták során, hogy jobb legyen a kliensoldali teljesítmény.[41][42][43]
Aelan appearance
Vaelune have Jinn influence in their lineage, which manifests as an essence-like rupture in their skin after stepping through the divine gateways.[45]
- The Vaelune have an interesting lineage and there is some influence there that when the Vaelune step through the portal, some portions of their body begin to exhibit this almost essence-like rupture in the skin; and you guys are going to see some examples of that in the future; and it is a bit of some Jinn influence in their lineage as a race that sets them apart from their Kaelar counterparts.[45] – Steven Sharif
Dünir dwarven appearance
- Facial hair has been portrayed on Dünir male and female characters, and Niküa male characters.[5][2][46]
- Body hair may also be a character customization option for female Dünir.[47]
- The developers updated the Dünir dwarves' design to have a more stout traditional fantasy appearance based on feedback from Alpha-1.[48][49]
- Niküa dwarves have a "halfling" appearance.[48][49]
- Facial hair is characteristic of the Dünir, not the Niküa.[25]
- Female Dünir beards will not match that of the male. It will be more of a braided option that is not as voluminous.[25]
Pyrian appearance
All Py'rai will have antlers, but their length, size, width, color, and other components can be adjusted via the character creator.[51][52]
- The horns are a unique feature of the Py'Rai, but it may be possible to remove them.[53]
- Py'rai will be capable of having brown skin.[54]
Ren'Kai Appearance
Ren'Kai are large and 'buff' in appearance.[57][58]
- They are the tallest race in Ashes of Creation.[57][59]
- They are considerably taller than their human counterparts.[59]
- Red or green skin tone is selectable via the character creator.[59]
Vek are "goblinesque" in appearance and have a somewhat "contorted" stature.[56][58]
- The Vek are taller than the Dünir but appear shorter than the Kaelar and Vaelune due to their stature.[56][60]
Tulnar appearance
The Tulnar race does not have sub-types. Instead, players will be able to significantly customize the appearance of Tulnar characters based on three base influences; or blend between these different influences.[62][63][64][65][66][67]
- Simian (or mammalian).[62][63][64][65][67]
- Bestial/feline.[62][63][64][65][67]
- Reptilian.[62][63][64][65][67]
Rasszok are primarily humanoid in appearance.[11]
- There are feline and bestial components that can be scaled up when creating a Tulnar character but Tulnar do not equal furries.[68][64]
- Catgirl and Loli Tulnar are not able to be created.[68]
- Tulnar do not equal furries, but there are definitely some bestial components that you can scale up when you're creating your Tulnar character, so you could max that setting I guess. Whether or not that would give you what you would think of as a furry, I guess it's going to be up to your interpretation of what a Furry is.[64] – Steven Sharif
- The Tulnar do not have avian characteristics. The sentient avian races (such as the Sladeborne) did not take refuge in the Altartomány.[69]
- Q: Will character creator allow us to make Tulnar that might look somewhat like Kobolds from Pathfinder or DnD?
- A: I wouldn't say exactly, but there's definitely elements of Kobolds that you could incorporate in a character creator with the Tulnar, yes.[70] – Steven Sharif
- Mammalian Tulnar may have snout features, fur and inverted knees.[71]
- Reptilian Tulnar may have more circular eyes and head shape, and scaly skin.[71]
Weapon and armor appearance
Fegyverek and armor are not race locked, but armor will take on a racial appearance.[75][76][77]
- The customization of equipment per race is really focused on Armor sets not Weapon props. Weapon props will, from a model standpoint, will translate pretty one-to-one across the races.[78] – Steven Sharif
- Racial appearance of gear is focused on Páncél. Fegyverek will not change in appearance but will scale in size based on race.[79][78]
- Let's say for example you have the Eagle set or something, right: The Eagle set has in art, it has a thematic design that's going to include certain attachments to the armor. It's going to include color palette and theme. It's going to have some aspects to it that define it as the Eagle set, right. When a Elf wears the Eagle set or when an Orc wears the Eagle set, you obviously have two different cultures there; and you don't want to stomp out that culture by assigning a de facto 'This is the Eagle set and this is how it looks on everybody.' What we want to have is cultural influences play a role in showing how that set looks.[78] – Steven Sharif
- Racial appearance of gear sets is tied to the character model of that race.[80]
- When you say, what if I'm an Orc but want to look like an Elf and I want my Eagle set to be the Elf representation? Well the issue becomes there that Orcs have a different organic model. You know, their body is different than that of the Elf. So, from a scope-creep standpoint, it's one thing to add different influences that represent the cultures that are donning the armor; it's another thing to adapt each influence as a matrix that can be worn pretty much by everything. From a scope perspective, that's a very difficult task for the character artists to tackle. So instead what we've done is, in order to facilitate a variety of cultural representation between the races but allow for the sharing of assets like different armor sets, we give different representations of those armor sets to each race.[80] – Steven Sharif
- Q: Since a single armor set will look different on each race, how will we have large varieties of in-game achievable gear for each race if we have to make nine different looks for each set?
- A: The approach for that is to create a modular piece set for armor creation; and the way we achieve that is by two steps: So, on the modeling side, each race has these geo sets basically where you're creating pieces of the armor for heavy plate armor, for medium, for robes; and you get to grab those modular pieces and mix and match as design makes a request for a particular set to the art teams. So, design comes along and they say, "hey we have a theme for a set that we want to create", so let's use Carphin in that example; and that theme from design's standpoint is going to include color, it's going to include materials, it's going to have an etymology for the set to give a background so that they can incorporate certain types of attachments- whatever they want to include on the art side. Then, the character team says, "okay let's take our base sets of geo and let's mix and match those pieces to create the Carphin set and then we're going to do a materials pass on it, and then we're going to do a color pass on it"; and that way we have a lot of essentially pieces of the puzzle to create these many different unique sets. Now we can also deform pieces across from race to race. So, even if we create unique geo on a per-race basis, we can grab the pauldron from the Human set and put it onto the Vek representation; and the end game there is that we have a particular set, for example Carphin, and that Carphin is communicating the theme; and when you don the armor for the Carphin set- you've acquired the Carphin set and you put it on- it is going to look Vek if you're a Vek. It is going to look Kaelar if you're a Kaelar, but it is still going to have the identity and the theme of the Carphin set.[81] – Steven Sharif
Racial skins
Racial skins are cosmetics that enable a player to change their character's racial appearance.[82][83][84][85]
- Racial skins transform the appearance of the character to that skin. The original racial appearance of the character is entirely replaced.[82]
- Racial skins are not costumes. This means that armor and character customization is possible on these.[86]
- There are plans to create other racial skins.[89]
- Some potential future ideas include undead and werewolf (lycan) skins.[90]
- Racial skins can be toggled on and off.[85]
- You're changing your race over to that, which means that you won't look uniquely different if you were a Vek angel or a Human angel.[82] – Steven Sharif
Racial influence on node development
Node layout and style is determined by several factors:[93][94]
- The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[95] – Steven Sharif
- Environment (biome) and location of the node.[95][93][94]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[96]
- Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[96] – Steven Sharif
- Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[94] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[75][97][93][92][94][98][99]
- All nodes, whether they're associated with a castle or associated with normal node structure, has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[101] – Steven Sharif
- The rest is determined by the node's mayor.[94]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[102]
- Q: How long would you say it will take players on average to fill/build up a node completely from wilderness to metropolis?
- A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[102] – Steven Sharif
Racial mounts
Characters are able to obtain racial mounts via a quest in that race's starting area.[103][104]
Each starting area will have a different quest line that will yield a different type of starting mount. But by default you don't just choose human and here you get a horse, so to speak. Because you can be a human in our game and choose to start in a different racial area- at a different Divine Gateway- and as such then you could follow the quest line that gives you the Orc mount.[103] – Steven Sharif
Racial influence on caravans
Personal caravans (also referred to as Self-directed/player-driven caravans) are utilized by players to transport cargo across Verra. These are land-based and water-based (raft caravans) that a single player drives and directs.[107][108][109][110][111][112]
- Personal caravans are prepared and launched from caravansary buildings at Village (színpad 3) or higher nodes.[113][114]
- Personal caravans can also be summoned in the open-world from caravansaries in nearby nodes.[115]
- Personal caravans are capable of transitioning to/from raft caravans.[111][116]
- Caravan components modify caravan stats and grant passive and active abilities to the caravan. Components can be upgraded to increase a caravan's power.[108][111]
- By default, personal caravans have a racial appearance that influences the types of animals that are moving the caravan.[111]
- Players will be able to apply caravan skins to change the default appearance.[111]
- Caravan drivers receive a significant defensive buff while they are driving a caravan. This reduces CC effects and increases damage mitigation significantly.[117]
- The caravan owner is able to grant permissions to allow other players to drive their caravans. If these permissions are not activated by the owner then anyone can drive their caravans. If the caravan driver is killed or otherwise removed from the caravan then any player will be able to drive the caravan for a period of 15 to 20 minutes before the caravan despawns and becomes a wreckage.[117]
- Caravans have collision, so other players could jump on the caravan while it is being driven.[117]
Racial influence on freehold buildings
Freehold building blueprints and their associated materials are required to construct freehold buildings.[123]
- Blueprints specify mechanical properties, buffs, and passive benefits that the building will have. Rarer blueprints will have more powerful effects.[124]
- Some freehold buildings have multiple tiers, with different footprint sizes.[125]
- Blueprints are the vehicle for which unique mechanical properties or in-game properties are delivered to the player. So, buildings can have certain types of buffs and passive benefits that are conferred based on the quality of the blueprint that's been acquired. The rarer the blueprint, the more powerful its effect.[124] – Steven Sharif
- Blueprints can be obtained from multiple sources.[121]
- Blueprints obtained from vendors or as rewards from nodes may take on the architecture of that node.[126][121][122][127] Players may change this appearance by applying cosmetic freehold skins to the blueprint.[121][76] Blueprints may also be affected by the type of node.[126]
- Blueprints can drop from bosses.[121]
- Scribes can write blueprints with specific unique looks.[121]
- Freehold building blueprints can be sold and/or traded with other players.[128][121]
- Freehold skins can be applied to blueprints that match the type of freehold building: housing, artisanship, and business.[129][122][121][130][127][131]
Racial animations
- Küzdelem is animation-driven to ensure it is impactful and responsive.[133]
- Basic attack animations are triggered by the weapon combo system based on weapon type.[134][135]
- Skill animations are (generally) not impacted by the type of weapon equipped.[136]
- We really wanted to build the combat system to- like i said earlier- be as physical as possible. So we have it very animation driven. Everything is handled based on a reference of animation as opposed to nebulous timings, which allows it to feel very impactful and very responsive.[133] – Keenan Reimer
- Rasszok will not have unique combat animations, but will have unique non-combat animations.[137][138]
- We're not going to be having I think unique combat animations. However we will have unique non-combat animations, such as your idle, your walk, your run cycle: things that the combat attacks do not have to blend back into.[137] – Steven Sharif
Továbbiak
Hivatkozások
- ↑ Forums: Player Feedback Request Dünir Race
- ↑ 2.0 2.1 Élő adás, 2023-03-31 (1:06:38).
- ↑ Élő adás, 2022-09-30 (1:05:25).
- ↑ Élő adás, 2022-09-30 (1:06:56).
- ↑ 5.0 5.1 Élő adás, 2023-06-30 (1:32:10).
- ↑ Twitter - Revised Py'Rai models.
- ↑ Élő adás, 2022-07-29 (46:09).
- ↑ Élő adás, 2022-07-29 (59:00).
- ↑ Élő adás, 2023-03-31 (1:07:25).
- ↑ Twitter - Behold! The full-body models for the female and male Vek!
- ↑ 11.0 11.1 Interjú, 2021-06-13 (33:21).
- ↑ Podcast, 2021-09-29 (20:27).
- ↑ 13.0 13.1 Interjú, 2018-10-20 (2:17:43).
- ↑ Interjú, 2018-10-20 (2:28:08).
- ↑ 15.0 15.1 Interjú, 2018-10-20 (3:47:17).
- ↑
- ↑ 17.0 17.1 17.2 Interjú, 2018-05-11 (1:03:21).
- ↑ Podcast, 2018-05-11 (31:35).
- ↑
- ↑ Élő adás, 2017-10-16 (15:58).
- ↑ 21.0 21.1 Podcast, 2018-05-11 (31:35).
- ↑ Interjú, 2018-05-11 (1:04:27).
- ↑ 23.0 23.1 23.2 Élő adás, 2020-04-30 (46:51).
- ↑ 24.0 24.1 Ashes of Creation Twitter.
- ↑ 25.00 25.01 25.02 25.03 25.04 25.05 25.06 25.07 25.08 25.09 25.10 25.11 25.12 25.13 25.14 Élő adás, 2018-04-8 (PM) (13:39).
- ↑ Élő adás, 2017-05-08 (47:35).
- ↑ Élő adás, 2017-05-15 (51:19).
- ↑ Élő adás, 2017-06-30 (11:21).
- ↑ Élő adás, 2017-06-30 (10:04).
- ↑ Élő adás, 2017-06-30 (12:39).
- ↑
- ↑ Élő adás, 2017-06-30 (13:13).
- ↑ 33.0 33.1 Élő adás, 2020-04-30 (1:10:46).
- ↑ 34.0 34.1 34.2 34.3 34.4 34.5 34.6 Élő adás, 2017-05-22 (54:32).
- ↑ Élő adás, 2017-06-30 (10:27).
- ↑ 36.0 36.1 Élő adás, 2017-05-24 (48:45).
- ↑ Élő adás, 2020-07-25 (1:11:52).
- ↑ 38.0 38.1 38.2 38.3 38.4 38.5 38.6 38.7 Élő adás, 2017-05-08 (48:49).
- ↑
- ↑ Élő adás, 2017-05-24 (28:22).
- ↑ Élő adás, 2020-07-25 (54:10).
- ↑ Élő adás, 2019-11-22 (1:08:05).
- ↑ Élő adás, 2018-08-17 (1:07:51).
- ↑ Élő adás, 2023-03-31 (1:09:08).
- ↑ 45.0 45.1 Élő adás, 2022-08-26 (41:37).
- ↑ 46.0 46.1 46.2 Twitter - The female Dünir models have received some upgrades!
- ↑ Élő adás, 2022-01-28 (53:29).
- ↑ 48.0 48.1 Élő adás, 2022-01-28 (50:00).
- ↑ 49.0 49.1 Élő adás, 2021-08-27 (1:17:07).
- ↑ Video, 2022-06-30 (22:03).
- ↑ 51.0 51.1 Élő adás, 2022-02-25 (54:08).
- ↑ Élő adás, 2022-02-25 (50:17).
- ↑ Twitter - Py'Rai male concept art.
- ↑
- ↑ X.com - This Friday, we will see the Fighter Archetype Preview for Alpha Two! And the Ren'Kai Orcs!
- ↑ 56.0 56.1 56.2 Élő adás, 2022-01-28 (39:30).
- ↑ 57.0 57.1 Élő adás, 2022-01-28 (47:00).
- ↑ 58.0 58.1 Interjú, 2021-06-13 (31:24).
- ↑ 59.0 59.1 59.2 Élő adás, 2021-09-24 (1:06:30).
- ↑ Élő adás, 2021-08-27 (1:18:30).
- ↑ Twitter - The Tulnar are a proud, noble, Underrealm-dwelling race.
- ↑ 62.0 62.1 62.2 62.3 62.4 Élő adás, 2022-07-29 (56:00).
- ↑ 63.0 63.1 63.2 63.3 Podcast, 2021-09-29 (16:51).
- ↑ 64.0 64.1 64.2 64.3 64.4 64.5 Élő adás, 2018-04-8 (AM) (3:12).
- ↑ 65.0 65.1 65.2 65.3 Élő adás, 2017-08-23 (31:29).
- ↑ Élő adás, 2017-07-28 (20:17).
- ↑ 67.0 67.1 67.2 67.3 Élő adás, 2017-06-30 (15:10).
- ↑ 68.0 68.1 Podcast, 2021-09-29 (18:19).
- ↑ Podcast, 2020-11-15 (1:03:17).
- ↑ Interjú, 2019-04-22 (58:20).
- ↑ 71.0 71.1 Interjú, 2019-04-15 (20:15).
- ↑ Video, 2020-09-30 (2:44).
- ↑ Élő adás, 2020-09-30 (47:47).
- ↑ Élő adás, 2019-07-26 (54:06).
- ↑ 75.0 75.1 75.2 Élő adás, 2022-03-31 (4:57).
- ↑ 76.0 76.1 Élő adás, 2017-05-26 (44:11).
- ↑ Élő adás, 2017-05-26 (20:46).
- ↑ 78.0 78.1 78.2 Podcast, 2018-08-04 (53:43).
- ↑ Élő adás, 2022-10-28 (1:41:06).
- ↑ 80.0 80.1 Podcast, 2018-08-04 (55:17).
- ↑ Élő adás, 2024-02-29 (1:15:51).
- ↑ 82.0 82.1 82.2 Élő adás, 2020-05-29 (1:42:43).
- ↑
- ↑ Élő adás, 2017-05-12 (1:04:04).
- ↑ 85.0 85.1
- ↑ Kickstarter 12k+ backers.
- ↑
- ↑
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Élő adás, 2018-04-8 (AM) (4:47).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 92.0 92.1 92.2 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 93.0 93.1 93.2 Élő adás, 2020-10-30 (39:17).
- ↑ 94.0 94.1 94.2 94.3 94.4 94.5 Élő adás, 2018-09-27 (53:06).
- ↑ 95.0 95.1 Élő adás, 2022-02-25 (41:00).
- ↑ 96.0 96.1 Élő adás, 2021-02-26 (1:12:18).
- ↑ Podcast, 2021-04-11 (29:47).
- ↑ Interjú, 2018-05-11 (54:34).
- ↑ Élő adás, 2017-05-26 (21:23).
- ↑ Podcast, 2021-04-11 (23:36).
- ↑ 101.0 101.1 Interjú, 2018-05-11 (47:27).
- ↑ 102.0 102.1 Élő adás, 2022-07-29 (1:13:09).
- ↑ 103.0 103.1 Élő adás, 2020-12-22 (1:16:22).
- ↑
- ↑ 105.0 105.1 Video, 2023-10-31 (20:17).
- ↑ Video, 2023-10-31 (17:20).
- ↑ Video, 2023-10-31 (13:32).
- ↑ 108.0 108.1 Video, 2023-10-31 (10:13).
- ↑ Video, 2023-10-31 (1:52).
- ↑
- ↑ 111.0 111.1 111.2 111.3 111.4 Élő adás, 2020-04-30 (58:05).
- ↑ Élő adás, 2017-07-28 (19:43).
- ↑ Élő adás, 2022-08-26 (1:20:17).
- ↑ Élő adás, 2022-07-29 (3:21).
- ↑ Video, 2023-10-31 (16:25).
- ↑ Élő adás, 2018-04-8 (AM) (15:46).
- ↑ 117.0 117.1 117.2 Élő adás, 2023-10-31 (1:27:50).
- ↑ Élő adás, 2020-07-25 (55:32).
- ↑ Élő adás, 2023-10-31 (1:30:52).
- ↑ Élő adás, 2023-04-28 (1:21:29).
- ↑ 121.0 121.1 121.2 121.3 121.4 121.5 121.6 121.7 121.8 121.9 Élő adás, 2023-06-30 (22:05).
- ↑ 122.0 122.1 122.2 Development Update with Freehold Preview.
- ↑
- ↑ 124.0 124.1 Élő adás, 2023-06-30 (1:20:35).
- ↑ Interjú, 2020-07-08 (45:23).
- ↑ 126.0 126.1
- ↑ 127.0 127.1 127.2 Élő adás, 2020-08-28 (2:14:06).
- ↑ 128.0 128.1
- ↑ Élő adás, 2023-06-30 (23:40).
- ↑ 130.0 130.1 Élő adás, 2020-11-30 (57:50).
- ↑ 131.0 131.1
- ↑ 132.0 132.1 Video, 2022-06-30 (20:29).
- ↑ 133.0 133.1 Video, 2022-06-30 (21:19).
- ↑ Podcast, 2021-09-29 (47:57).
- ↑ Élő adás, 2020-02-28 (1:10:21).
- ↑ Élő adás, 2024-03-29 (1:55:14).
- ↑ 137.0 137.1 Élő adás, 2022-06-30 (53:33).
- ↑ Élő adás, 2020-12-22 (1:12:56).