View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0028013 | AI War 2 | Suggestion | Oct 3, 2023 9:47 pm | Oct 4, 2023 7:41 am | |
Reporter | Radiant Phoenix_1 | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 5.569 Standards and Practices | ||||
Summary | 0028013: Dyson Sidekick/Empire: New Templar Defense Structures (Proposed) | ||||
Description | There was some mention of redoing the Templar Defense structures a while back, so I got started. They have a castle theme, and most of them have small non-shrinking bubble forcefields to make the "castle" effect D1: * "Hailfire Bastion": an AoE tower * "Moat:" A large, long-range tractor beam structure with a "crocodile" drone that eats ships caught in tractor beams D2: * "Overwatch Bastion": a sniper-range tower that does low damage to stationary targets, or high damage to moving targets * "Curtain Forcefield": a large forcefield that retaliates against attacks D3: * "Cavalier Bastion": a giant Bastille Tower with Fusion (no forcefield of its own) * "Portcullis": A shot-attracting gate with a Burlust Battle Cannon that does more damage the lower its health gets * "Chapel": A small Devour+Conversion structure that produces Dyson Knight Errants | ||||
Tags | No tags attached. | ||||
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RPDS_TemplarDefenses.xml (21,361 bytes)
<?xml version="1.0" encoding="utf-8"?> <root> <entity name="DS_TemplarDefense_Template" thematic_groups="DysonSidekick" visuals="assets/_finalgamemeshes/blankshipsootheraddonscandrawalone.prefab" icon_name="Ships4/EmblemCastle" gimbal_icon_size_multiplier="1.5" y_offset_of_icon="30" voice_group="Silent" category="Ship" size_scale="9" visuals_scale_multiplier="10" y_offset_of_ship_in_visual_space="-1" collision_priority="810" behavior="Stationary" starting_mark_level="Mark1" mark_level_scale_style="DysonSidekickDefenses" tech_upgrades_that_benefit_me="DysonTemplarDefenses" build_sidebar_categories_i_am_part_of="DysonTemplarDefenses" cost_for_ai_to_purchase="10000" strength_multiplier="1" hull_points="200000" shield_points="600000" speed="Immobile" metal_cost="1000" energy_consumption="25000" armor_mm="350" albedo="0.6" mass_tx="7" is_nonfunctional_when_on_planet_not_owned_by_player="false" minimum_required_city_level_for_construction="1" name_for_city_sockets="Dyson Socket" name_for_city_sockets_short="Socket" city_socket_cost="1" base_ship_cap_in_custom_city="5" added_ship_cap_in_custom_city_per_city_level="1" added_ship_cap_in_custom_city_per_city_level_above_level="4" priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy" ship_or_structure_explosion_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion" ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true" description="A Templar defensive structure for the Dyson Sidekick." shield_size_scale="7" my_forcefield_does_not_shrink="true" my_forcefield_has_no_penalty_for_enemies_firing_out_of_it="true" damage_taken_cannot_be_more_than_this_percentage_of_max_health="0.25" > <metal_flow purpose="BuildingDronesInternally" throughput="100" increase_per_mark_level="50"/> <metal_flow purpose="SelfConstruction" throughput="2000"/> <ship_class_data can_be_zombified_and_similar="false" can_be_devoured="false" /> <!--<system name="WB" display_name="Point Defense" category="Weapon" firing_timing="OnlyInRange" range="Normal5" damage_per_shot="1000" shots_per_salvo="20" rate_of_fire="Misery" shot_type_data="DoubleShot_Red" shot_speed="Fast" fires_salvos_sequentially="false" > <outgoing_damage_modifier based_on="CurrentSpeedIfMoving" comparison_type="AtMost" compared_to="50" multiplier="3" /> </system>--> </entity> <!--<entity name="DS_TemplarDefense_Ravelin_Template" thematic_groups="DysonSidekick" visuals="assets/_finalgamemeshes/blankshipsootheraddonscandrawalone.prefab" size_scale="10" visuals_scale_multiplier="16" display_name="Templar Ravelin" collision_priority="810" voice_group="Silent" category="Ship" npc_ship_cap_type="Turrets" starting_mark_level="Mark1" icon_name="Ships3/SomethingStarDoodle2" mark_level_scale_style="DysonSidekickDefenses" tech_upgrades_that_benefit_me="DysonTemplarDefenses" cost_for_ai_to_purchase="10000" strength_multiplier="0.5" hull_points="200000" shield_points="200000" speed="Immobile" armor_mm="180" albedo="0.6" mass_tx="6" metal_cost="1000" energy_consumption="25000" metal_cost_multiplier_for_scrapping="0" ship_or_structure_explosion_sfx="ShipSmall_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLostOnOtherPlanet_Explosion" priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="Expendable" is_nonfunctional_when_on_planet_not_owned_by_player="false" shield_size_scale="5" my_forcefield_does_not_shrink="true" my_forcefield_has_no_penalty_for_enemies_firing_out_of_it="true" damage_taken_cannot_be_more_than_this_percentage_of_max_health="0.25" > </entity>--> <!-- D1 --> <!-- Moat: a long-range tractor beam that traps enemies in place. May have a Station-Keeping Crockodile Guardian Drone --> <entity copy_from="DS_TemplarDefense_Template" name="DS_TemplarDefense_Moat" tags="DysonBuildMenu,DysonTemplarDefensiveBuildMenu,DysonBuildMenu,DysonTemplarBuildMenuOnly,RequiresTemplarDistrictOne,GatedByTemplarDistrict" visuals="assets/_finalgamemeshes/blankshipsootheraddonscandrawalone.prefab" ship_skips_traditional_rendering="true" addon_object_or_particle_field="TemplarRift" addon_object_or_particle_field_scale="26" icon_overlay="Overlays1/Minefield_Tractor" display_name="Templar Moat" display_name_for_sidebar="T Moat" description="Only the strongest of swimmers may cross the moat." build_points_per_second="100" build_point_cost_for_per_second_construction="1000" tag_to_spawn_from_for_build_point_for_per_second_construction="DS_Drone_Templar_Crocodile" personal_ship_cap_for_per_second_build_point_construction="1" drone_starting_behavior_type="Attacker_Full" base_ship_cap_in_custom_city="1" > <metal_flow purpose="BuildingDronesInternally" throughput="100" increase_per_mark_level="50"/> <system name="TB" display_name="Tractor Beam" category="Passive" tractor_range="High2" tractor_count="50" tractor_count_added_per_mark="25" tractor_hits_albedo_less_than="0.7" tractor_hits_engine_gx_less_than="18" > </system> <incoming_damage_modifier based_on="AttackDistance" comparison_type="AtLeast" compared_to="12000" multiplier="0.1" /> </entity> <!-- the crocodile in the moat --> <entity name="DS_TemplarDefense_Crocodile_Drone" thematic_groups="DysonSidekick" visuals="Assets/_FinalGameMeshes/AIExtragalactic/Tier3_ExtragalacticWarSlicerFrigate/Tier3_ExtragalacticWarSlicerFrigate.prefab" icon_name="Ships4/SomethingJaws" icon_overlay="Overlays1/Turret_Shredder" tags="DS_Drone_Templar_Crocodile" display_name="Crocodile Drone" display_name_for_sidebar="Croc D" description="Those who wallow in denial shall feed the crocodile." category="Ship" special_entity_type="AIDireGuardian" size_scale="9.0" visuals_scale_multiplier="1.8" voice_group="Silent" collision_priority="400" starting_mark_level="Mark1" mark_level_scale_style="DysonSidekickDefenses" tech_upgrades_that_benefit_me="DysonTemplarDefenses" cost_for_ai_to_purchase="6500" strength_multiplier="1" hull_points="700000" shield_points="700000" speed="Normal1" metal_cost="1000" energy_consumption="2500" armor_mm="180" albedo="0.7" engine_gx="14" mass_tx="7" ship_or_structure_explosion_sfx="ShipSmall_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLostOnOtherPlanet_Explosion" priority_as_ai_target="MidNasty" priority_as_frd_target="MidNasty" priority_to_protect="Expendable" behavior="Attacker_Full" fleet_membership="Planetary" > <system name="WM" display_name="Crocodile Jaws" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="1000" rate_of_fire="Normal" fires_salvos_sequentially="false" range="AlmostNone" shot_speed="Fast" shot_type_data="MeleeInvisible" added_target_evaluator="Melee" seek_range="Normal1" health_change_per_damage_dealt="0.1" multiplier_damage_to_tractored_unit="100" > <death_effect_damage type="Metabolization" tier_name="Gangsaw"/> </system> <system name="T" display_name="Tachyon Array" category="Passive" tachyon_range="Normal5" tachyon_points="100" tachyon_points_added_per_mark="50" tachyon_hits_albedo_less_than="0.75" /> <incoming_damage_modifier based_on="CurrentSpeedIfMoving" comparison_type="AtLeast" compared_to="100" multiplier="10" /> </entity> <!-- Just lots of cannonfire --> <entity copy_from="DS_TemplarDefense_Template" name="DS_TemplarDefense_Hailfire" tags="DysonBuildMenu,DysonTemplarDefensiveBuildMenu,DysonBuildMenu,DysonTemplarBuildMenuOnly,RequiresTemplarDistrictOne,GatedByTemplarDistrict" visuals="Assets/_DLC3/Templar/TemplarCastle/TemplarEliteCastle.prefab" visuals_bundle="exp3_neinzul_abyss" gimbal_name="AstroTrainDepot" y_offset_of_icon="60" size_scale="11" visuals_scale_multiplier="8" y_offset_of_ship_in_visual_space="70" display_name="Templar Hailfire Bastion" display_name_for_sidebar="T Hailfire TUR" icon_overlay="Overlays1/Minefield_Grenade" description="Shelter your allies beneath your wings, and rain fire upon those who would harm them." armor_mm="350" base_ship_cap_in_custom_city="7" amount_added_to_damage_per_ship_of_this_type_on_planet="3000" amount_added_to_damage_per_ship_of_this_type_on_planet_per_mark="1500" max_amount_added_to_damage_per_ship_of_this_type_on_planet="30000" drone_starting_behavior_type="Attacker_Full" > <system name="W1" display_name="Bastion Hailfire" category="Weapon" firing_timing="OnlyInRange" range="High2" damage_per_shot="15000" shots_per_salvo="10" rate_of_fire="SlightlyLow" shot_type_data="DevourerShot_Nemesis" shot_speed="Slow" fires_salvos_sequentially="false" area_of_effect_size="400" maximum_number_of_targets_hit_per_shot="10" > </system> </entity> <!-- D2 --> <!-- Curtain wall --> <entity copy_from="DS_TemplarDefense_Template" name="DS_TemplarDefense_Curtain" tags="DysonBuildMenu,DysonTemplarDefensiveBuildMenu,DysonBuildMenu,DysonTemplarBuildMenuOnly,RequiresTemplarDistrictTwo,GatedByTemplarDistrict" visuals="assets/_finalgamemeshes/blankshipsootheraddonscandrawalone.prefab" ship_skips_traditional_rendering="true" addon_object_or_particle_field="TemplarRift" addon_object_or_particle_field_scale="26" icon_overlay="Overlays2/GuardPost_Shield" display_name="Templar Curtain Forcefield" display_name_for_sidebar="T Curtain" description="Keep your enemies out of your fortress." hull_points="500000" shield_points="1500000" shield_size_scale="18" base_ship_cap_in_custom_city="1" > <system name="T" display_name="Tachyon Array" category="Passive" tachyon_range="AboveAverage4" tachyon_points="100" tachyon_points_added_per_mark="50" tachyon_hits_albedo_less_than="0.75" /> <system name="R8" display_name="Boiling Oil" category="Weapon" firing_timing="WhenParentEntityHit" shot_type_data="PlasmaTorpedo" shot_speed="Slow" damage_per_shot="360" range="High1" rate_of_fire="Sloth" fires_salvos_sequentially="true" all_damage_is_corrosive="true" > <outgoing_damage_modifier based_on="AttackDistance" comparison_type="AtLeast" compared_to="12000" multiplier="0"/> </system> <incoming_damage_modifier based_on="AttackDistance" comparison_type="AtLeast" compared_to="12000" multiplier="0.1" /> </entity> <!-- Overwatch Tower --> <entity copy_from="DS_TemplarDefense_Template" name="DS_TemplarDefense_Interceptor" tags="DysonBuildMenu,DysonTemplarDefensiveBuildMenu,DysonBuildMenu,DysonTemplarBuildMenuOnly,RequiresTemplarDistrictTwo,GatedByTemplarDistrict" visuals="Assets/_DLC3/Templar/TemplarCastle/TemplarEliteCastle.prefab" visuals_bundle="exp3_neinzul_abyss" gimbal_name="AstroTrainDepot" y_offset_of_icon="60" size_scale="11" visuals_scale_multiplier="8" y_offset_of_ship_in_visual_space="70" display_name="Templar Overwatch Bastion" display_name_for_sidebar="T Overwatch TUR" description="Intercepts fast-moving foes" icon_overlay="Overlays1/Turret_Interceptor" strength_multiplier="2" base_ship_cap_in_custom_city="7" amount_added_to_damage_per_ship_of_this_type_on_planet="20" amount_added_to_damage_per_ship_of_this_type_on_planet_per_mark="10" max_amount_added_to_damage_per_ship_of_this_type_on_planet="200" drone_starting_behavior_type="Attacker_Full" > <system name="W1" display_name="Graviton Railcannon" category="Weapon" firing_timing="OnlyInRange" range="EssentiallyInfinite" damage_per_shot="100" shots_per_salvo="20" rate_of_fire="Misery" shot_type_data="ExtremeLongRangeRailgun" shot_speed="Fast" fires_salvos_sequentially="false" > <outgoing_damage_modifier based_on="CurrentSpeedIfMoving" comparison_type="AtLeast" compared_to="50" multiplier="100" /> </system> <system name="T" display_name="Tachyon Array" category="Passive" tachyon_range="EssentiallyInfinite" tachyon_points="100" tachyon_points_added_per_mark="50" tachyon_hits_albedo_less_than="0.75" /> </entity> <!-- D3 --> <!-- What do castles have? Gates! --> <entity copy_from="DS_TemplarDefense_Template" name="DS_TemplarDefense_Portcullis" tags="DysonBuildMenu,DysonTemplarDefensiveBuildMenu,DysonBuildMenu,DysonTemplarBuildMenuOnly,RequiresTemplarDistrictThree,GatedByTemplarDistrict" visuals="assets/_finalgamemeshes/blankshipsootheraddonscandrawalone.prefab" ship_skips_traditional_rendering="true" addon_object_or_particle_field="TemplarRift" addon_object_or_particle_field_scale="26" icon_overlay="Overlays1/Minefield_TargetDummy" display_name="Templar Portcullis" display_name_for_sidebar="T Portcullis" description="You must pass through the gate in order to progress." shield_size_scale="0" base_ship_cap_in_custom_city="1" armor_mm="350" > <system name="WB" display_name="Burlust Battlecannon" category="Weapon" firing_timing="OnlyInRange" range="Normal5" damage_per_shot="1000" shots_per_salvo="20" rate_of_fire="Misery" shot_type_data="DoubleShot_Red" shot_speed="Fast" fires_salvos_sequentially="false" > <outgoing_damage_modifier based_on="MyHullPercentageMissing" comparison_type="MultiplesOf" compared_to="20" multiplier="1" /> <outgoing_damage_modifier based_on="CurrentSpeedIfMoving" comparison_type="AtMost" compared_to="50" multiplier="3" /> </system> <system name="A" display_name="Attractant Field" category="Passive" attract_range_for_shots_against_allies="AboveAverage4" > </system> <system name="T" display_name="Tachyon Array" category="Passive" tachyon_range="Normal5" tachyon_points="100" tachyon_points_added_per_mark="50" tachyon_hits_albedo_less_than="0.75" /> <incoming_damage_modifier based_on="AttackDistance" comparison_type="AtLeast" compared_to="5000" multiplier="0.1" /> </entity> <entity copy_from="DS_TemplarDefense_Template" name="DS_TemplarDefense_Chapel" tags="DysonBuildMenu,DysonTemplarDefensiveBuildMenu,DysonBuildMenu,DysonTemplarBuildMenuOnly,RequiresTemplarDistrictThree,GatedByTemplarDistrict" visuals="Assets/_DLC3/Templar/TemplarEncampment/TemplarEliteEncampment.prefab" visuals_bundle="exp3_neinzul_abyss" gimbal_name="AstroTrainDepot" icon_name="Ships4/TemplarEncampment" icon_overlay="Overlays2/Cruiser_Valkyrie" display_name="Templar Chapel" display_name_for_sidebar="T Chapel" description="Draws foes in and converts them to the Templar cause." y_offset_of_icon="30" size_scale="9" visuals_scale_multiplier="10" y_offset_of_ship_in_visual_space="-1" shield_size_scale="5" base_ship_cap_in_custom_city="1" > <system name="W1" display_name="Sanctify" category="Weapon" firing_timing="OnlyInRange" range="Normal5" damage_per_shot="1000" shots_per_salvo="1" rate_of_fire="FairlyLow" added_shots_per_salvo_per_mark="1" shot_type_data="MeleeInvisible" shot_speed="Normal" fires_salvos_sequentially="true" only_targets_mobile_units="true" can_devour="true" devour_function_name="Purify" devour_mass_lower_than="5.5" unit_to_spawn_on_infestation="DysonKnightErrant" infestation_function_name="Conversion" > <outgoing_damage_modifier based_on="mass_tx" comparison_type="Equals" compared_to="5" multiplier="3"/> </system> <incoming_damage_modifier based_on="AttackDistance" comparison_type="AtLeast" compared_to="4400" multiplier="0.1" /> </entity> <!-- "cavalier" fort (above and inside), so bonus under forcefields, but no forcefield itself --> <entity copy_from="DS_TemplarDefense_Template" name="DS_TemplarDefense_Bastille" tags="DysonBuildMenu,DysonTemplarDefensiveBuildMenu,DysonBuildMenu,DysonTemplarBuildMenuOnly,RequiresTemplarDistrictThree,GatedByTemplarDistrict" visuals="Assets/_DLC3/Templar/TemplarCastle/TemplarEliteCastle.prefab" visuals_bundle="exp3_neinzul_abyss" gimbal_name="AstroTrainDepot" y_offset_of_icon="60" size_scale="11" visuals_scale_multiplier="8" y_offset_of_ship_in_visual_space="70" display_name="Templar Cavalier Bastion" display_name_for_sidebar="T Cavalier TUR" description="Fire shield-penetrating missiles from inside the walls." icon_overlay="Overlays1/Turret_Bastille" base_ship_cap_in_custom_city="7" shield_size_scale="0" amount_added_to_damage_per_ship_of_this_type_on_planet="2000" amount_added_to_damage_per_ship_of_this_type_on_planet_per_mark="1000" max_amount_added_to_damage_per_ship_of_this_type_on_planet="20000" > <system name="W1" display_name="Burst-fire Fusion Missile Battery" category="Weapon" firing_timing="OnlyInRange" range="ExtremelyHigh" damage_per_shot="10000" shots_per_salvo="10" rate_of_fire="Devourer" shot_type_data="GuidedMissile" shot_speed="Slow" fires_salvos_sequentially="false" use_alternate_rate_of_fire_after_x_shots="3" alternate_rate_of_fire="PeriodicActivation" use_alternate_rate_of_fire_for_x_shots_before_reverting="1" damage_modifier_while_under_forcefield="5" base_percent_damage_bypasses_personal_shields="0.8" > <outgoing_damage_modifier based_on="AttackDistance" comparison_type="LessThan" compared_to="5000" multiplier="0"/> </system> </entity> <!-- Ravelins (Wards) --> <!-- Ravelin: a simple outwork that guards the inner fortress. So, orbital wards. --> <!--<entity copy_from="DS_TemplarDefense_Ravelin_Template" name="DS_TemplarDefense_Glacis" thematic_groups="DysonSidekick" visuals="assets/_finalgamemeshes/blankshipsootheraddonscandrawalone.prefab" ship_skips_traditional_rendering="true" addon_object_or_particle_field="TemplarRift" addon_object_or_particle_field_scale="26" icon_overlay="Overlays1/Minefield_TargetDummy" display_name="Templar Glacis" display_name_for_sidebar="T Glacis" orbits_parent_at_range="25000" degrees_to_orbit_per_second="-6" attempts_to_reach_orbital_point_at_speed="8000" dies_if_parent_dies="true" immune_to_swapping_between_fleets="true" > <system name="A" display_name="Attractant Field" category="Passive" attract_range_for_shots_against_allies="AboveAverage4" > </system> </entity> <entity copy_from="DS_TemplarDefense_Ravelin_Template" name="DS_TemplarDefense_Ravelin_Focused" thematic_groups="DysonSidekick" visuals="Assets/_DLC3/Templar/TemplarFastness/TemplarEliteFastness.prefab" visuals_bundle="exp3_neinzul_abyss" gimbal_name="AstroTrainDepot" y_offset_of_icon="15" size_scale="10" visuals_scale_multiplier="16" y_offset_of_ship_in_visual_space="15" display_name="Templar Focused Ravelin" display_name_for_sidebar="T Focus R" orbits_parent_at_range="10000" degrees_to_orbit_per_second="-6" attempts_to_reach_orbital_point_at_speed="8000" dies_if_parent_dies="true" immune_to_swapping_between_fleets="true" icon_overlay="Overlays2/GuardPost_Sabot" > <system name="Q5" display_name="Focused Sabot" category="Weapon" firing_timing="OnlyInRange" range="AboveAverage5" damage_per_shot="1000" shots_per_salvo="10" rate_of_fire="Misery" fires_salvos_sequentially="false" shots_per_target="10" shot_type_data="Sabot" shot_speed="Normal" > <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="5" multiplier="5" /> <outgoing_damage_modifier based_on="AttackDistance" comparison_type="LessThan" compared_to="5000" multiplier="0"/> </system> <system name="T" display_name="Tachyon Array" category="Passive" tachyon_range="AboveAverage5" tachyon_points="100" tachyon_points_added_per_mark="50" tachyon_hits_albedo_less_than="0.75" /> </entity> <entity copy_from="DS_TemplarDefense_Ravelin_Template" name="DS_TemplarDefense_Ravelin_Mortar" thematic_groups="DysonSidekick" visuals="Assets/_DLC3/Templar/TemplarFastness/TemplarEliteFastness.prefab" visuals_bundle="exp3_neinzul_abyss" gimbal_name="AstroTrainDepot" y_offset_of_icon="15" size_scale="10" visuals_scale_multiplier="16" y_offset_of_ship_in_visual_space="15" display_name="Templar Mortar Ravelin" display_name_for_sidebar="T Mortar R" description="Excellent range and damage, but only if its targets hold still." icon_overlay="Overlays1/Minefield_Grenade" orbits_parent_at_range="10000" degrees_to_orbit_per_second="-6" attempts_to_reach_orbital_point_at_speed="8000" dies_if_parent_dies="true" immune_to_swapping_between_fleets="true" > <system name="W2" display_name="Mortar" category="Weapon" firing_timing="OnlyInRange" range="ExtremelyHigh" damage_per_shot="10000" shots_per_salvo="3" rate_of_fire="PeriodicActivation" fires_salvos_sequentially="false" added_target_evaluator="LowestHealthAsMajorPrimary" shot_type_data="PlasmaTorpedoAOEBurstAtEnd" shot_speed="Slow" area_of_effect_size="600" aoe_spreads_damage_among_available_targets="true" > <outgoing_damage_modifier based_on="AttackDistance" comparison_type="LessThan" compared_to="5000" multiplier="0"/> <outgoing_damage_modifier based_on="CurrentSpeedIfMoving" comparison_type="AtMost" compared_to="50" multiplier="10" /> </system> </entity>--> </root> |
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... actually, the Guardian Boosters are cool. We should either incorporate that functionality into this, or keep those |
Date Modified | Username | Field | Change |
---|---|---|---|
Oct 3, 2023 9:47 pm | Radiant Phoenix_1 | New Issue | |
Oct 3, 2023 9:47 pm | Radiant Phoenix_1 | File Added: RPDS_TemplarDefenses.xml | |
Oct 4, 2023 7:41 am | Radiant Phoenix_1 | Note Added: 0067923 |