Duncan's room will still permanently break your save game if you give the book to the wizard, and probably in other places too, so be careful.
It is unfortunate that most of the outdoor room designers chose not to decorate their rooms at all. Especially the cemetery since it's the first thing the player sees in the mod. Perhaps someone else wants to do it for them? (it won't be me)
I did the promised Arena overhaul, with scaling designed to get hard pretty quickly (don't expect to get very far past round 10), and rewards chosen to avoid creating object spam (all consumables or stackables). If slower scaling is desired it's pretty easy to change.
I added a changelog file (VERSION.txt) because 38 revisions with no history is ridiculous. Here are the full contents:
Code: Select all
38 revisions with no dedicated history that I can find...let's fix that.
= Revision 39 (minmay)
======================
- Bug fix: both ice shards spells no longer create range^2/2-range extra shards.
- Bug fix: missing hooks (e.g. PartyComponent.onClickItemSlot()) added to
hook framework, including onInit and onDraw.* hooks.
- Bug fix: life drain now respects monster flags (can no longer be used to
damage invulnerable monsters or get xp from CantDie monsters)
- Bug fix: life drain no longer gives xp to farmers and dead champions
- Bug fix: life drain now shows xp text in the correct color
- Bug fix: that one fire spell is no longer missing alpha channel in the 75x75
icon
- Bug fix: starting equipment is no longer given to disabled champions
- Bug fix: fixed shading on town models (this was a pain).
Be careful how you export your models! It appears both Skuggasveinn and
whoever did the town_props models gave every triangle flat shading. This
resulted in hugely inflated file sizes, slower rendering, and some bad ingame
appearances too. It also takes forever to fix, so I'd really like to never
have to do it again.
I've seen [i]hundreds[/i] of other models with this problem that are floating
around. I would love to know what pipeline these people are using to convert
their models, so that I can tell people to never use that pipeline.
NOTE: Almost all models currently in the mod (other than my own) suffer from
this problem. The total filesize could be significantly reduced by fixing it,
and I wouldn't mind doing so since there are not too many models left.
However, I won't do that without explicit permission from someone higher up,
since it means modifying people's room assets.
- Bug fix: dissolved degenerate triangle on sx_house01_wall_window_01.model
- Bug fix: reimplemented urban door: clickable zone for closing is
more sensible, removed some debugDraws, made the door logic actually work
- Bug fix: shop counters and tables are no longer missing hit sound
- Bug fix: urban_town_bed and urban_town_secret_door no longer have
minimalSaveState
- Bug fix: static urban_town and town_props models now have staticShadow.
- Bug fix: corrected offset of dungeon_wall_lantern
- Bug fix: removed useless ControllerComponents from minimalSaveState urban town
walls
- Bug fix: mech_elevator now works correctly at framerates other than exactly 50
FPS
- Bug fix: removed extra sky object from Town East
- Bug fix: Party can no longer shoot projectile spells off the map in Twisted
Forest
- Bug fix: urban town pillars are no longer missing automap icons
- Bug fix: Andak Rainor's room now gives a Founder's Orb instead of a meteorite
ore
- Added some diagnostic tools, see mod_assets/ext/diagnostics/.
- Holding 'J' in the editor preview will now move the party upwards. This hook
is added in core/scripts/sources/or3_starting_gear_script.lua, if you want to
remove it.
I added this to make it faster to decorate outdoor areas and reach platforms
while testing.
- Added shadow caster models to the backs of beach rock outside walls so that
they are no longer missing shadows when lit from behind
- Added 2x texcoord scale to sx_urban_town_wall_02 material so that wall texel
resolution matches the 1024px/3m standard.
- Added spellbook functionality to replace the cumbersome "learn new spells by
casting them with scrolls in inventory" system and provide an easier place to
review runes than the traits panel. The party starts with a spellbook and new
spells are added to it automatically when they are found, so while you still
need to find spell scrolls before casting them, you don't need to carry around
the scrolls for any length of time, just pick them up once.
Because you cannot really display the runepanel animation without using
SpellScrollItemComponent the implementation of the spellbook is quite hacky
and is container-based. The player-visible problem with this is that
"0.0 kg" appears in all the spell descriptions (because they are
implemented as items with SpellScrollItemComponents).
The next/previous page icons are placeholders for now, like many of the spell
icons.
- Added meteorite ore model, texture, and 2D icon. All are my original work.
The 2D icon is not very good and someone who has an actual visual art
background could make a much better one.
- Added Sealbreaker model, texture, and 2D icon. These are not my original work,
they are from opengameart: http://opengameart.org/content/magic-sword
So it's more of a placeholder, but if nobody wants to make an original model
at least it's not the longsword model.
- Cleaned up Sealbreaker, removed Channel Power as it did very little and didn't
actually work anyway (why does nobody read the freaking manual? UPVALUES WILL
NEVER BE SAVED!)
- (Tentatively) Finished the non-room parts of the catacombs, town outskirts,
bog, asylum, twisted forest, and dark tower EXCEPT Master's Throne and the
final boss; finishing those is Jgwman's responsibility. Also didn't make the
Founder's Orb model/texture/icon, since Isaac indicated a desire to do that,
and Isaac has actual art experience unlike me :P
This included editing dialogue in these areas.
- [i]Partially[/i] finished the abandoned town including effects for the Twisted
Seal (could be improved). There are still some animations I need to make:
- a real standing idle animation for all 3 ratlings (Kaeli and the guard can
probably share an animation, rig for all 3 ratlings is the same. The drunk
ratling needs a leaning or wobbling idle animation instead)
- the guard pulling the lever
- Kaeli recoiling when Sealbreaker is made
(Currently standard assets animations are used as placeholders)
It also still needs an appropriate ambient track...along with the rest of the
levels.
- Improved UV maps on town_props models (many areas had extreme stretching and/or
ridiculously inconsistent texel resolution). They still don't look very good
because they lack appropriate custom textures...
- Made the ghost remains look a lot more ghostly, and moved their definition
out of Duncan's room (why was the definition in there in the first place???)
and into the core with the other "key" objects. Also sort of finished the
tombstone puzzle.
- Fixed grammar, spelling, and other writing errors in spell descriptions.
- Updated to current version of Firebeam (fixes nonzero elevation bug).
- Changed Elemental Shield to scale resistance power instead of duration with
elemental skills (1 skill point gives a 50 second +7 shield instead of a
10 second +35 shield). Duration is still increased by Concentration and
willpower.
- Wind Rider movement speed bonus is now tied to the condition (so you cannot
stack it) and proportional to spell power.
- Removed an incorrect comment (and the useless party definition) from
ext/grimtk/init.lua in an attempt to prevent people from breaking onDrawGui
hooks *again*.
- Removed the placeholder non-meteor ores since they aren't foreseeably going to
be used for anything.
- Removed some of the unused code and files in the spell pack (mainly
enchantments) to make it more readable.
- Removed an earthquake_dust_THOM object with id "" that was far away from any
reachable area and never used (presumably this was for testing the object and
someone forgot to delete it). By the way, for future reference, you should
avoid using the empty string as a GameObject id, it can cause some problems.
- Removed ext/sx_urban_town/models/sx_house01_ceiling_v_snow.model (unused and
not useful)
- Disabled the unimplemented "new" races/classes/skills, no reason to leave them
in and the scrollbar on the skill screen was really annoying.
- Renamed old spells_functions.lua backup to spells_functions_old.txt so it
won't be exported
- Added some utility functions to or3_manager.lua because I needed them
- Replaced the gold key in Dhomochevsky's room with the Rogue Pants (I don't
generally like to intrude into people's rooms, but a key that doesn't unlock
anything is just silly)
- Some QOL for testers:
- consistent starting equipment given for all classes
- crystal shard of spell scrolls now learns the spells automatically
- increased speed of dialogue speech scrolling by 50%
- Colour of Magic changes:
- Removed some outdated pre-rotator comments from lasers.lua
- Moved bakePuzzle() function in lasers.lua to a .txt file, since it is not
needed ingame (.txt files are not exported by dungeon editor)
- Bug fix: help text no longer "randomly" disappears
- Bug fix: Prismatic Beam distance calculation is now correct
- Bug fix: Thunderous Trident arcs are no longer created with the wrong facing
- Disabled console warnings while inside the room, in order to get rid of the
(meaningless) "game object property not saved" message.
- Fixed a lame alternate solution to Weave. (It's a REALLY ugly fix, but it
was the only possible fix that didn't give away the intended solution.)
AndakRainor, you need to optimize your Light spell (or revert to the builtin one if you prefer). Normally I wouldn't complain about something like this, but Light is something that is usually active for most of the game. My computer is pretty powerful, and it still adds about 15 ms to the update time at high power which is frankly terrible. The range gets too high at high power, you don't even disable torch while your spell is active, it looks like you leave dark enabled all the time even when it's not being used, and party lights certainly should not force shadow casting (if you want to add an options menu you could let them toggle Light shadow casting from there, but it is absolutely terrible to force it onto players when it adds so little and hurts performance so much).
Also, Darkness is missing now...? Seems like the party should have a way to deactivate the light spell without waiting out its duration...
You should disable torch and combine its color/brightness with the light spells' when the party has a TorchItem with fuel (torch still updates its color/brightness/offset while disabled) instead of having two active LightComponents at once. Also consider adopting its offset.
Zone effects also have serious performance problems, O(n^3) when the constant cost is so high becomes unmanageable pretty quick and it makes wind rider an incredible pain in the ass to use. I suggest removing the z axis from zone effects altogether, and removing the z check from oracle so it can still detect secrets at different elevations. I'm not convinced that being able to attack monsters above you is good in the first place - there are rooms where there are monsters above you that you obviously are not supposed to be able to attack (THOM's, Azel's, The Cube's). Switching to Taxicab geometry would also improve performance a bit. Another thing you might need to do is only affect a maximum of, say, 8 squares per frame, and spread later iterations out over several frames (this is very inelegant so it is probably better to reduce the very long ranges of spells like wind rider).
Anyway, in the wake of adding new spells, it might be a good idea to gather opinions on core mechanics changes (from everyone, not just orrr3 developers). Here are all the ones I've seen suggested so far that I can remember:
Grant experience for all kills
In the base game the party only gains experience from a monster's death if they were the ones to deal the killing blow. Monsters killed by environmental hazards, telefragging, crushing, other monsters' projectiles, etc. do not award experience.
It is pretty easy in Grimrock 2 to make all monster deaths award experience instead, even environmental ones.
It's also easy to make experience be awarded to dead/petrified champions, if that is also desired.
I personally support this change quite strongly, it's not fun to lose xp, especially as a punishment for using the environment to your advantage.
Spell learning
With the addition of the spell pack came a big core mechanical change: the scroll for a spell must be found before you can cast it.
Should this be kept, or should it work like the base game where you can cast anything you meet the requirements for (and know/guess the runes to)?
And if it isn't kept, should the spellbook start the game with all spells in it, so the player can see all the spells immediately?
I don't really have an opinion on either of these one way or the other.
Currently the party starts with the crystal shard of spell scrolls since most of the spell scrolls haven't been placed.
Fast travel
As in Isle of Nex and ORRR2, it might be good to include an option to quickly travel between the areas. In this mod the distances between areas are quite short so this may not be necessary; if it is, there's an implementation of fast travel in MinAssets, just saying.
Toorum (or other special solo character(s)) mode
ORRR2 had specific support for Toorum mode (e.g. the lines at the beginning are different), so it might be a nice nod to include it in ORRR3. On the other hand, this means puzzles dependent on the default party's slow movement would be broken. But there are no such puzzles in the mod at the moment as far as I know, and if Wind Rider's movement speed bonus is kept, that will break any such puzzles too anyway. It's also additional complexity from a player perspective.
If desired, it's easy to add. Alternatively, go all out and have Toorum, Kilhagan, and Jonandar modes. (hm, these games have a distinct lack of non-male characters...)
Grant extra experience for parties with fewer than 4 champions
Self-explanatory. I don't have an opinion either way on this. I will, however, point out that this will not result in exact skill point parity because experience cost increases with level - and not very smoothly.
Keyboard support for attacking & spellcasting
It's often suggested to allow the player to bind keys to champions' attacks and spells instead of making them use the mouse. This is hardest to implement for secondary attacks (because of the delay and special graphical effects). Simply letting the player pick 8 hotkeys for the 4 champions' hands is an easy option that still makes a big difference.
Closely related, an option for "unbuffered" movement (moving/turning only occurs if you are holding the key and does not suffer key repeat delay) could also be added, as many players have complained about the default movement scheme being clunky/unintuitive. I have already implemented this for another mod and it'd be quite easy to port over to this one.
More realistic item weights
Most of the weapons and armor in the standard assets are far heavier than they are in real life, especially the swords and plate armor. It's easy to change them to be more realistic if that is desired.
If anyone has an opinion on any of these, please share it!
Item balancing
I added some diagnostic tools to the mod as an extension (VERY easy to disable for release). This includes some functions to help with item balancing. See ext/diagnostics/diagnostics_script.lua if you dare.
party.diagnostics.computeDamage() will try to compute the damage output of a champion with a weapon. This is currently unfinished, and doesn't account for monster protection/evasion yet (it assumes a frozen/sleeping monster with protection 0) but should give accurate results otherwise, unless someone added an onComputeCooldown hook that I didn't notice (unlikely).
There is also party.diagnostics.testDamage() which tests the weapon against an actual monster, assuring accurate results, but it needs to do many trials (taking a while and killing the sound system) and doesn't work well for non-melee attacks at the moment (can be fixed, I'm just lazy).
Finally, party.diagnostics.rankWeapons() will use computeDamage() to get the champion's DPS with all the weapons defined in the mod. This isn't perfect by any means, as it fails to account for Dragonbreath Revolver reloads, crit chance/multiplier modifiers on weapons, and the like.
None of these functions work with repeating actions yet unfortunately.
Here is the current rankDamage() output for a non-rogue champion with Aggressive, all relevant skills at 5 (so a crit chance of 20%), and 21 strength/dexterity/willpower, *without backstabbing*:
Code: Select all
Weapons from least to most damage per second:
3.60 Flintlock
5.30 Sling
5.41 Lightning Rod
6.36 Serpent Staff
6.36 Torch
6.36 Everburning Torch
6.57 Blowpipe
7.00 Lightning Bomb (Dual)
7.00 Fire Bomb (Dual)
7.00 Poison Bomb (Dual)
7.00 Frost Bomb (Dual)
7.42 Wand of Fear
7.95 Arquebus
8.06 Bone Club
8.69 Repeater
8.90 Cudgel
10.81 Orb of Vilson (Dual)
11.13 A Rusty Longsword (Dual)
11.13 Short Bow
11.59 Skullcleave
11.70 Legionary Spear (Dual)
11.87 Branch (Dual)
12.08 Rock (Dual)
12.08 Rock (Dual)
12.08 Rock (Dual)
12.08 Rock (Dual)
12.08 Rock (Dual)
12.15 Mark Knoffer
12.15 Crookhorn Longbow
12.48 Battle Axe
12.72 Quarterstaff (Dual)
12.72 Crossbow
13.00 Hand Axe (Dual)
13.00 Baton (Dual)
13.29 Warhammer
13.85 Lightning Bow
14.13 Machete (Dual)
14.20 Two-handed Sword
14.63 Maul
14.63 Dart (Dual)
14.63 Sleep Dart (Dual)
14.70 Pickaxe (Dual)
14.76 Zarchton Harpoon (Dual)
14.79 Spiked Club
15.01 Flail
15.08 Vorpal Blade (Dual)
15.45 Great Axe
16.09 Rapier (Dual)
16.11 Morning Star
16.72 Tribal Spear (Dual)
17.49 Repeating Crossbow [Should be 52.47]
17.60 Hand Cannon
17.81 Poleaxe
18.09 Venomfang Pick (Dual)
18.13 Quality made Pickaxe
18.44 Throwing Knife (Dual)
19.33 Dagger (Dual)
19.50 Backbiter (Dual)
20.28 Sealbreaker (Dual)
20.28 Longsword (Dual)
20.28 Fireblade (Dual)
20.28 Lightning Blade (Dual)
20.72 Scythe [Should be 24.00]
20.90 Ax
21.20 Dragonbreath Revolver [Should be 18.17, and has additional weaknesses]
21.77 Sabre [Should be 24.39]
22.26 Ethereal Blade (Dual)
23.21 Guardian Blade
23.40 Venom Edge (Dual)
23.91 Throwing Axe (Dual)
24.43 Bane
25.69 Ancient Claymore
26.89 Shuriken (Dual)
27.26 Manabound Rifle
28.10 Sickle Sword (Dual)
30.15 Fist Dagger (Dual)
30.16 Serpent Blade (Dual)
30.25 Meteor Hammer
30.45 Cutlass (Dual)
30.68 Boneblade (Dual)
31.16 Ghost Blade (Dual)
31.80 Thunderous Trident
32.22 Master's Blade (Dual)
32.25 Moonblade (Dual)
32.44 Iridosmine Rod
37.25 Assassin's Dagger (Dual)
39.07 Ruin (Dual) [Should be 43.78]
WARNING: This function does not yet account for protection, evasion, or crit chance/mult bonuses on weapons.
I suggest that, when all the rooms are done, a single person should go through and redistribute the items to be balanced and avoid duplicate items. Some changes to monsters will probably be needed too. I don't think it's practical to have every room designer do it for themselves. Of course items that are important to the theme of the room, like the bear items in The Cube's room, would be left untouched.
The only weapons that are too powerful for the mod altogether at the moment are Ruin (whoops) and possibly Assassin's Dagger and Repeating Crossbow. Every other melee weapon is inferior to moonblade+fist dagger or boneblade+cutlass, and every other ranged weapon is inferior to shuriken. These weapons are easy to obtain in Isle of Nex.
Remember, repeating crossbow does NOT actually have better damage output than light weapons, because backstabbing exists. It may be too powerful for a ranged weapon anyway, though. If that turns out to be the case I'll just increase the cooldown or something.
Some stronger heavy weapons, firearms, and missile weapons are necessary unless light weapons and throwing weapons are nerfed dramatically. Remember that meteor hammer and iridosmine rod are far inferior to many of the light weapons below them because they can't backstab. Firearms/missiles/throwing having lower damage than light and heavy weapons are fine, since they have the advantage of being ranged, but missile weapons and firearms having much lower damage than throwing is not, and heavy weapons should surely be significantly more damaging than throwing (which they aren't right now).
I suggest changing the stats on the standard firearms because all three of flintlock, arquebus, and repeater are too bad to even bother placing after Town East - even with a strength of 10, their DPS is worse than Skullcleave's at skill 5. Six firearms might not be enough for a mod of this size; there are six reward tiers (catacombs, town east, bog, asylum, forest, tower) so that's just one firearm per area. The number of throwing weapons is also small (should I add John Wordsworth's kunai? Grimrock 1's throwing knives?) but at least you can transition between those gradually (area with many knives and no shuriken -> area with some knives and a few shuriken -> area with lots of shuriken and no knives).
For missile weapons, items between lightning bow and repeating crossbow are desperately needed.
Heavy weapons have a broad and decently-filled damage range already, the range is just numerically inferior to light weapons' range, and the slightly higher tech requirement for light weapons doesn't make up for it when they get triple damage against most monsters, in fact light weapons typically get more damage per hit with backstabs, and when you add in the dual-wielding and shorter cooldown...
Adjusting standard heavy weapon stats up would work, new weapons would be even better.
I can easily prepare an optimized pack of existing custom weapons (Dungeon Master Resource weapons + MinAssets weapons + various Grimrock 1 weapons) if there's interest in that. It would look similar to this.
My target DPS levels would be:
Light weapons: similar to Isle of Nex (we are already mostly at this point)
Heavy weapons: 1.5x dual-wielded non-backstabbing light weapons (heavy weapons need to be greatly buffed)
Missile weapons, throwing weapons, firearms (all at 5 skill): 0.66x the newly buffed heavy weapons (missile weapons and firearms need to be greatly buffed, throwing could be buffed a little)
This leaves light weapons the best by far against easily-backstabbable enemies, but also makes heavy weapons significantly better against enemies that you do not backstab. Ranged attacks should do somewhat less damage than melee attacks, since they have the advantage of being ranged; ammunition is not really a big drawback unless we greatly reduce its quantity. I do not think firearms should have less DPS than other ranged attacks. They have the advantage of being instant, yes, but this advantage is REALLY small, and even a disadvantage in some cases (attacking monsters as they move into line-of-fire).
The overall difficulty of the mod should not be reduced by these changes, since we aren't actually increasing the damage output of an optimal party, we're just making it so that parties can use firearms/heavy/missile weapons and still have a decent claim to being optimal, instead of 100% light weapons being clearly the best.
Something may need to be done about rage potions. The ability to stack dozens of rage potions to trivialize a single fight might be fine, however, because stacking rage potions also increases the duration of the effect, you can keep your massively increased damage for ages (each point of strength lasts 8 seconds). Similarly, bear form can be maintained for an extremely long time by taking advantage of how many ways there are to recover energy (potions + crystals + some spells pack spells now).
Of course ultimately this decision will come down to whoever does the item/monster overhaul. I'm going to ask that someone else do that, because I'm selfish and want there to be SOME surprises for me in the final product.
Saving performance
To get a complete breakdown of objects in the dungeon:
1. Make sure you are running the game from a terminal so there's a convenient place for stdout to go
2. Make sure your mouse item slot is free
3. Call party.diagnostics.dungeonReport()
I've actually disabled the "unsafe minimal save state" warning because it just produces spam right now (some objects in my room use components that typically do not make sense with minimalSaveState, but do in the case of my over-optimized room).
In-game, you'll get a note telling you the total number of objects and components in the dungeon, split by the two save state categories. It looks like this:
In stdout, you'll get all objects and components in the dungeon sorted by save state and then frequency. It looks like this:
Code: Select all
================================================================================
Full save state objects:
================================================================================
259 castle_bridge_grating
241 floor_trigger
219 note
139 castle_bridge
121 castle_secret_door
120 script_entity
114 ladder
112 at_soundArrowSocket
110 jg_bookshelf
101 invisible_teleporter
99 invisible_platform
99 castle_alcove
91 forest_bridge
90 dungeon_alcove
89 torch
88 diar_castle_railing
85 teleporter
79 pushable_block_floor
77 mine_door_spear
74 dungeon_secret_door
73 dungeon_secret_door_THOM
73 magic_bridge
71 floor_spike_trap
66 ar_castle_bridge_grating_high
65 timer
61 dungeon_door_portcullis
60 torch_holder
60 blocker
57 dungeon_wall_text
55 spawner
50 diar_puzzle_floor
49 secret
48 counter
44 ar_castle_pit_trapdoor
44 dungeon_wall_lantern
43 castle_pillar_light
41 castle_pillar_candle_holder
37 tp_bookshelf_01
36 ladder_metal
36 force_field
35 dungeon_pillar_lantern_01
35 invisible_wall
34 wall_button
33 castle_torch_holder
33 blooddrop_cap
32 tp_wall_shelf_01
32 xan_2shard
30 bw_frozen_tick_plate
29 chest
29 tomb_wall_grating
28 arena_bounds
28 tombstone
27 xan_1shard
27 lever
27 tp_bed_01
26 dungeon_wall_text_long
26 etherweed
26 forest_wall_text_long
26 mine_ceiling_shaft
22 rock
22 castle_door_portcullis
21 tp_wooden_table_01
21 forest_ruins_secret_door
21 pullchain
20 pushable_block_floor_trigger
20 xan_swamp_floor_ph
19 ladder_metal_4m
19 el_script_auto_floor_trigger
19 scroll
18 tp_wooden_shelves_01
18 arrow
18 skuggs_forest_chasm
17 invisible_rocky_wall
17 urban_town_door_openfront
17 urban_town_door_back
17 urban_town_door_wooden
17 potion_healing
17 falconskyre
16 at_casle_wallpillar_left
16 sound
16 dungeon_fire_pit
16 forest_wall_text_short
16 sack
16 castle_wall_cloth
16 at_casle_wallpillar_right
15 diar_mine_door_invisible
15 dungeon_pressure_plate_dirt_floor
14 or3_town_wall_text_short
14 castle_door_button
14 castle_ceiling_light
14 dungeon_secret_button_small
14 tp_wooden_shelves_02
14 bread
14 cheese
14 diar_mine_door_spear
14 receptor
14 dungeon_stairs_up
13 mudwort
13 small_fish
13 dungeon_ice_pit
13 at_ceremonial_arrow
13 castle_ceiling_lantern
12 blackmoss
12 forest_bridge_end
12 door_pullchain
12 pitroot_bread
11 beach_wall_button
11 forest_exit
11 castle_wall_button
11 dungeon_door_iron
11 throwing_axe
10 dungeon_pit_trapdoor
10 potion_greater_healing
10 beach_lever
10 ceiling_witch_lantern
10 lock_pick
10 ar_magic_bridge_moving
10 spider
10 mine_ceiling_lantern
10 altar
9 or3_ore_meteorite
9 barrel_crate_block
9 urban_town_fence_01
9 throwing_knife
9 castle_door_wood
9 mine_lever
9 pellet_box
9 ladder_THOM_noAutomap
9 dc_rock_red_used
9 boss_fight
8 forest_altar
8 forest_heightmap
8 cannon_ball
8 twigroot
8 eyctopus
8 pushable_block
8 tiny_spider
8 forest_stairs_down
8 water_surface_underground
8 tomb_wall_lever
7 herder
7 sx_barrel_chest_02
7 beach_thicket_01
7 potion_energy
7 healing_crystal
7 skull
7 forest_lantern
7 borra
7 pedestal
7 potion_cure_poison
7 castle_wall_text
7 mine_support_pillar_lantern_01
7 dungeon_door_iron_barred
7 castle_wall_lever
6 cemetry_floor_fog_01
6 undead
6 diar_cryptFog
6 forest_underwater_plankton
6 boiled_beetle
6 thecube_destruction_orb
6 dungeon_pressure_plate
6 horned_fruit
6 skeleton_archer
6 dungeon_secret_button_large
6 xan_door_spear
6 dc_floor_trigger
6 or3_spellbook_desc
6 fire_bomb
6 castle_wall_text_long
6 dc_pushable_block_floor
6 dc_rock_red
6 terracotta_jars_block
6 forest_pit_fog
6 rotten_pitroot_bread
6 skeleton_trooper1
6 snail_slice
5 castle_pit_trapdoor
5 thecube_forest_chasm_bomb
5 herder_small
5 mosquito_swarm
5 potion_dexterity
5 frost_bomb
5 potion_resurrection
5 herder_cap
5 mine_pressure_plate
5 mine_wall_text
5 mine_statue_wall
5 crystal_shard_healing
5 castle_pressure_plate
5 power_gem_item_THOM
5 bone_club
5 wooden_box
5 castle_entrance_door
5 mine_support_wall_button
5 jg_receptor
5 dungeon_stairs_down
5 dc_town_stone_counter
5 dc_pillar_button
5 castle_door_frame
5 mine_alcove_support
5 forest_thorn_blocker
5 swamp_toad
5 mummy3
4 ar_fire_ogre
4 ratling2
4 tp_shop_counter_01
4 mine_ceiling_pit_light
4 dungeon_door_wooden
4 tomb_door_stone
4 potion_rage
4 silver_roach
4 potion_bear_form
4 dc_forest_underwater_bubbles
4 beach_lock_round
4 potion_greater_energy
4 tower_pit_loop
4 zarchton
4 shock_bomb
4 rat_shank
4 catacomb_altar_01
4 shuriken
4 castle_stairs_down
4 shovel
4 tattered_shirt
4 skuggs_pillar_lantern_01
4 sausage
4 poison_bomb
4 green_slime
4 beacon_earth
4 water_surface
4 xeloroid
4 forest_ogre
4 ar_castle_bridge_grating_moving
4 leather_pants
4 tp_shop_counter_01_part02
4 tome_wisdom
4 barrel_crate_block_damaged
4 dc_power_gem
4 ar_water_slime
3 tiny_rat
3 water_flask
3 shrakk_torr
3 potion_willpower
3 baked_maggot
3 rat_swarm
3 essence_air
3 mine_spell_receptor
3 dungeon_door_stone
3 ratling3
3 trickster
3 rope
3 peasant_breeches
3 machete
3 tome_health
3 skull_lock
3 tomb_door_portcullis
3 spider_eggs
3 flarefeather_cap
3 letter
3 mole_jerky
3 mine_alcove
3 mummy
3 beach_door_portcullis
3 potion_vitality
3 potion_shield
3 potion_strength
3 mummy1
3 herder_big
3 turtle_eggs
3 flintlock
3 castle_wall_cloth_torn
3 forest_chasm
3 dc_rock_green_used
3 prison_cage
3 crystal_flower
3 fjeld_warg2
3 mummy2
3 skeleton_trooper2
3 fjeld_warg1
3 terracotta_jars_block_damaged
2 storm_amulet
2 crystal_shard_protection
2 sabre
2 at_hunger_ledge_alcove
2 mine_bridge_01
2 tribal_shield
2 dc_pushable_block_floor_invisible
2 torn_breeches
2 or3_ghost_remains
2 rat_swarm_shank
2 ice_guardian
2 leather_boots
2 xan_chamber_key
2 el_rust_long_sword_01
2 bear_skull_helm
2 potion_poison
2 wyvern
2 mine_stairs_up
2 pickaxe
2 zarchton_diving
2 fire_trap_rune
2 ar_teleport_party
2 peasant_cap
2 at_skeleton_ceremonial_archer
2 mine_spell_receptor_support
2 sx_winter_rope_ladder
2 castle_stairs_up
2 pearl_shield
2 blueberry_pie
2 or3_power_crystal
2 magic_arch_THOM
2 archmage_scapular
2 mine_secret_door
2 dark_acolyte
2 crystal_boots
2 forest_pressure_plate
2 dc_dungeon_wall_grating
2 jg_experiment_minion
2 bear_pelt
2 mine_spell_launcher_support
2 twigroot_dormant
2 silk_hose
2 crystal_gauntlets
2 medusa
2 sling
2 crystal_shield
2 forest_underwater_bubbles
2 mortar
2 flask
2 dummy_light
2 potion_cure_disease
2 skuggs_invisible_platform
2 el_statue_fire_light
2 long_sword
2 ar_castle_ceiling_light_moving
2 skuggs_magic_door
2 ethereal_blade
2 dart
2 tome_energy
2 lock
2 thecube_minewalltextclickfunction
2 leather_gloves
2 beacon_air
2 peasant_tunic
2 smoked_bass
2 iron_key
2 lightning_blade
2 skeleton_trooper
2 sandals
2 ratling1
2 lock_round
2 forest_day_sky
2 ethereal_tombstone
2 at_castle_wall_cloth
2 lever_ruins
2 tome_fire
2 revolver
1 spider_eggs_broken
1 bearclaw_gauntlets
1 spidersilk_cloak
1 dc_invisible_wall_blocker
1 robin
1 rogue_boots
1 ancient_claymore
1 xan_dungeon_secret_door_centered
1 or3_anvil
1 spirit_crook
1 nomad_boots
1 jg_gower_ring
1 ghost_THOM
1 fist_dagger
1 spore_mushroom
1 thecube_pickaxe
1 xan_dungeon_bridge
1 swamp_water
1 fire_torc
1 at_armorrack
1 nomad_mittens
1 turtle_diving
1 embalmers_robe
1 xan_wall_button_5
1 red_gem
1 or3_ratling_smith
1 grimtk
1 castle_outside_stairs_up
1 lurker_vest
1 dc_beacon_balance
1 giant_snake
1 toad_tongue
1 castle_arena_stairs_down
1 ring_gauntlets
1 skuggs_star_key
1 conjurers_hat
1 battle_axe
1 crab
1 xan_wall_button_2
1 dc_crab_dancer
1 skuggs_crystal_key_socket_green
1 dc_water_surface_underground
1 mausoleum_stairs_down
1 at_knight_sarcophagus
1 min_rifle
1 morning_star
1 el_grvyrd1_key
1 mt_contempt
1 el_graveyard_gate_key_1
1 beach_puzzle_statue
1 shoes
1 beach_lock_ornate
1 venom_edge
1 dagger
1 terracotta_jars_block_broken
1 sand_warg
1 rapier
1 nergal_amulet
1 huntsman_cloak
1 or3_twisted_forest_sky
1 potion_speed
1 xan_otis_guardian
1 sx_house_bookshelf_secret_door_01
1 beacon_water
1 turtle
1 archmage_loafers
1 bw_note
1 cuirass_valor
1 xan_blinding_boots
1 shaman_staff
1 mirror_cuisse
1 party
1 wizard_clone
1 xan_icy_golem
1 receptor_ruins
1 scaled_cloak
1 swamp_sky
1 repeater
1 plate_greaves
1 ar_acid_elemental
1 crystal_helmet
1 dc_ratling3
1 min_progress_fill
1 skuggs_gearsping_clockwise_idle
1 xan_wall_button_3
1 xan_exit_key
1 jeweled_scepter
1 mirror_chestplate
1 scythe
1 mine_lock
1 min_cap
1 lightning_bow
1 thecube_ratling
1 xan_chaos_soulgem
1 plate_cuirass
1 or3_spellbook_storageitem
1 swamp_dungeon_fog
1 xan_garth_guardian
1 or3_ratling_guard
1 at_dm_portrait_sound
1 warhammer
1 xan_fire_jammer
1 fjeld_warg
1 castle_pit
1 diviner_cloak
1 crystal_greaves
1 tome_leadership
1 lizard_stick
1 min_orb
1 mine_lever_corner
1 mine_moss_stairs_up
1 short_bow
1 forest_exit_underwater
1 wand_fear
1 blue_gem
1 skuggs_gearsping_counter_clockwise_river
1 longbow
1 quarterstaff
1 xan_wall_button_4
1 frostbite_necklace
1 min_rod
1 jg_uggardian_commander
1 xan_worker_helmet
1 quarrel
1 air_elemental
1 spirit_mirror_pendant
1 crows_flying
1 archmage_mantle
1 skeleton_commander
1 jg_binding_staff
1 hand_cannon
1 thecube_essence_finder
1 mt_betrayal
1 min_entrance
1 archmage_hat
1 thecube_mine_key
1 rogue_vest
1 hand_axe
1 acolyte_staff
1 bracelet_tirin
1 mine_pit_trapdoor
1 timepiece
1 crystal_cuirass
1 ar_mage_blade
1 figure_crowern
1 ar_spawner_script
1 doublet
1 sleep_dart
1 assassin_dagger
1 xan_skiff_round_key
1 min_occluder
1 min_menu_credits
1 min_menu
1 thecube_castlewalltextclickfunction
1 crystal_shard_scrolls
1 loincloth
1 forest_ruins_secret_button_big
1 branch
1 min_necklace
1 andak_pendant
1 jg_glass_bell
1 jg_experiment_leader
1 horn
1 fjeld_warg_meat
1 or3_spellbook
1 crystal_shard_recharging
1 helmet_valor
1 mine_door_camo
1 min_ruin
1 skuggs_star_lock
1 rogue_hood
1 at_weaponrack
1 tattered_cloak
1 skuggs_enclave_wizard_scriptable_red
1 min_xbow
1 heavy_shield
1 skullcleave
1 jg_tome_forgotten
1 buckler
1 leather_cap
1 skuggs_red_crystal
1 jg_tome_memories
1 skuggs_driveshaft_river
1 castle_wall_grating_ornament
1 ar_guardian_blade
1 skuggs_waterwheel
1 at_swordrack
1 beach_secret_door
1 full_helmet
1 dc_pushable_rock
1 forest_pit_trapdoor
1 xan_orb_o_cheats
1 mt_oni
1 cemetery_sky
1 dm_vorpalblade_THOM
1 plate_gauntlets
1 skuggs_crystal_key_socket_red
1 venomfang_pick
1 forest_underwater_pressure_plate
1 improved_dark_acolyte
1 min_shop_occluder
1 mt_dishonor
1 pointy_shoes
1 sickle_sword
1 gauntlets_valor
1 mirror_greaves
1 min_sceptre
1 skuggs_gearsping_counter_clockwise_socket
1 catacomb_altar_02
1 green_gem
1 round_shield
1 embalmers_headpiece
1 castle_arena_sky
1 leather_brigandine
1 skuggs_skull_key
1 or3_cemetery_round_key
1 crystal_amulet
1 xan_wall_button_1
1 warg_meat
1 lock_ornate
1 tribal_spear
1 minlib
1 or3_town_wall_text_long
1 ar_sulfide_elemental
1 skuggs_enclave_wizard_scriptable_green
1 xan_ice_jammer
1 dc_rock_green
1 ring_greaves
1 skuggs_driveshaft
1 tome_water
1 bronze_brace
1 crowern
1 cuisse_valor
1 el_quest_item_gate_key_3
1 min_trident
1 gold_key
1 or3_ratling_loiterer
1 embalmers_boots
1 rogue_gloves
1 ar_thunder_elemental
1 mine_floor_pit_light
1 ax
1 ar_blizzard_elemental
1 xan_magma_golem
1 skuggs_wizard_gear
1 compass
1 or3_asylum_sky
1 forest_cage_01
================================================================================
Minimal save state objects:
================================================================================
4075 dungeon_pillar
2475 dungeon_wall_01
2449 castle_pillar_01
1485 dungeon_floor_dirt_01
1172 dungeon_wall_02
953 castle_floor_01
755 dungeon_floor_01
678 catacomb_ceiling
672 swamp_grass_01
614 forest_pillar_01
603 castle_wall_01
556 castle_wall_03
549 castle_wall_02
470 dungeon_ceiling_0000
441 forest_oak_cluster
409 castle_ceiling_0000
371 forest_elevation_edge
362 cemetery_pillar_01
324 forest_wall_01
297 forest_hedge_01
270 forest_heather
263 mine_floor_01
259 forest_wall_02
230 swamp_oak_cluster
218 mine_elevation_edge
213 urban_town_wall_01
199 cemetery_wall_01
197 urban_town_wall_pillar
196 urban_town_ceiling_v
191 forest_spruce_01
189 forest_border_rocks_01
183 urban_town_wooden_ceiling
161 mine_moss_wall_01
160 urban_town_pillar
157 mine_moss_ceiling_02
155 mine_support_pillar_01
153 cemetery_fence_01
143 mine_moss_ceiling_01
143 dungeon_ceiling_0010
140 mine_moss_ceiling_03
130 mine_floor_sandpile
130 dungeon_ceiling_0100
126 castle_wall_outside_01
125 dungeon_ceiling_1000
124 mine_ceiling_01
120 dungeon_ceiling_0001
119 mine_wall_01
118 mine_ceiling_02
116 urban_town_ceiling_v_end
112 dungeon_wall_drain
103 forest_oak
103 swamp_oak_cluster_polypore
87 forest_spruce_small_01
85 castle_ceiling_1000
81 forest_willow_wall
81 catacomb_ceiling_THOM
81 castle_ceiling_0010
79 urban_town_wall_03
75 dungeon_wall_grating
73 urban_town_pillar_wooden_2H
70 forest_spruce_smallest_01
69 forest_willow
66 castle_ceiling_0001
66 castle_ceiling_0100
64 urban_town_pillar_wooden
64 mine_ceiling_shaft_edge
61 mine_moss_pillar_01
60 castle_wall_arch
57 urban_town_wall_03_elev
57 dungeon_pillar_high
56 forest_grass_01
54 forest_spruce_sapling_01
54 mine_support_beam_01
53 urban_town_wall_02
53 dungeon_ceiling_0011
52 mine_moss_pillar_03
52 mine_pillar_crystal
52 mine_support_wall_01
51 dungeon_ceiling_1100
50 forest_ruins_wall_01
48 dungeon_ceiling_1001
47 dungeon_ceiling_1010
47 dungeon_ceiling_0110
46 forest_spruce_sapling_01_wall
46 castle_ceiling_shaft_0000
45 dungeon_ceiling_0101
45 floor_dirt
45 skuggs_dungeon_wall_01
44 ar_castle_pit
43 castle_ceiling_1010
43 mine_moss_pillar_02
43 urban_town_ceiling_stonesupport
41 urban_town_wall_04_elev
39 forest_oak_cluster_wall
38 skuggs_black_ground_01
37 castle_ceiling_0101
36 min_marble_wall_eternal
36 min_pillar_eternal
36 beach_rock_pillar_01
36 diar_forest_ruins_wall
35 mine_support_wall_02
34 dungeon_ceiling
30 skuggs_forest_chasm_edge
30 forest_spruce_sapling_02
29 cemetery_arch_01
29 dungeon_wall_ivy_01
29 xan_floor_corpse_bones_only
29 castle_ceiling_1001
28 mine_pillar_02
27 diar_castle_pillar_3m
27 castle_ceiling_1100
26 mine_pillar_hatless_01
26 castle_ceiling_0011
26 mine_pillar_01
25 mine_support_ceiling_01
25 castle_ceiling_0110
25 forest_oak_cluster_pillar
25 forest_old_oak
25 daemon_head
24 forest_plant_cluster_01
24 dungeon_wall_overlay_grating_01
23 forest_willow_pillar
22 forest_spruce_small_01_wall
22 mine_pillar_03
22 dungeon_wall_broken_02
21 border_e3_c
21 dungeon_pillar_chains_01
21 forest_blocker_stone
20 tomb_wall_01
20 dungeon_wall_broken_01
20 beach_rock_outside_wall_high
20 dungeon_wall_height_difference
20 forest_spruce_sapling_02_wall
19 or3_town_basement_wall
19 border_e2_c
19 swamp_heather
19 dungeon_wall_ivy_02
19 dungeon_wall_chains_hooks_01
18 forest_spruce_01_wall
18 or3_town_basement_ceiling
18 tomb_pillar
18 dungeon_wall_chains_02
17 beach_rock_3x2
17 swamp_mushrooms_01
17 border_e0_c
17 beach_rock_3x1
16 dungeon_wall_chains_01
16 forest_spruce_small_01_pillar
16 el_floor_grave_pile_01
15 skuggs_forest_ground_01
14 diar_castle_pillar_5m
14 skuggs_forest_elevation_edge
14 forest_seaweed_floor_01
13 castle_wall_bookshelf_01
13 beach_rock_wall_01
13 castle_wall_bookshelf_02
12 forest_spruce_smallest_01_wall
12 urban_town_wall_window_01
12 castle_double_wall
12 beach_rock_wall_02
12 dungeon_ceiling_1110
12 swamp_mushroom_cluster
12 forest_spruce_sapling_01_pillar
12 dungeon_ceiling_shaft
12 beach_rock_arch_small
12 forest_spruce_01_pillar
11 border_e2
11 forest_ruins_wall_end_left
11 beach_rock_2x1
11 border_e2_r1_c
11 dungeon_pillar_top
11 forest_ruins_wall_ivy_01
11 sx_bookshelf_deco
10 dungeon_ceiling_1011
10 catacomb_alcove_02
10 custom_willow
10 forest_ruins_wall_02
10 forest_ruins_wall_end_right
10 skuggs_forest_chasm_corner
10 prison_bench
9 border_e3_r1_c
9 dungeon_ceiling_shaft_0000
9 dungeon_ceiling_1111
9 floor_corpse
9 border_e2_l1_c
9 beach_rock_1x1
9 urban_town_door_frame
9 urban_town_invisible_wall
9 dungeon_ceiling_1101
9 border_e1
9 beach_rock_wall_04
8 forest_chasm_edge
8 border_e3_l1_c
8 forest_oak_obstacle
8 forest_ruins_pillar_01
8 castle_wall_outside_corner_01
8 forest_spruce_smallest_01_pillar
8 border_e1_c
8 forest_ruins_dome
8 swamp_oak
7 forest_oak_wall
7 forest_ruins_arch
7 forest_ruins_ground_tile_02
7 catacomb_alcove_03
7 catacomb_alcove_01
7 mine_cave_in
6 mine_ceiling_roots_01
6 skuggs_forest_elevation_edge_overhang
6 beach_rock_spire
6 border_e3
6 diar_forest_elevation_ledge
6 forest_spruce_sapling_02_pillar
6 dungeon_support_ceiling_01
6 border_e2_l1
6 forest_seaweed_floor_02
6 min_marker
5 dungeon_ceiling_0111
5 diar_castle_pillar_3m_u1
5 forest_chasm_corner
4 urban_town_wall_window_02
4 diar_castle_pillar_5m_flat
4 swamp_dead_tree
4 swamp_wall_ivy_01
4 snake_statue
4 swamp_wall_ivy_02
4 dungeon_cave_in
4 forest_elevation_edge_overhang
4 catacomb_alcove_candle_02
4 min_marker_wall
4 min_shop_exitbutton
4 diar_castle_pillar_5m_2u
4 catacomb_alcove_candle_01
4 beach_rock_arch
4 min_invwall_minimal
4 castle_gate_outside
4 forest_oak_trunk
3 forest_ruins_pillar_fallen
3 mine_spell_launcher
3 el_tree_stump_patch_socket_txt
3 aan_queen_crown_big
3 forest_oak_stump
3 border_e1_r1_c
3 xan_firewall
3 el_tree_stump_patch_socket
3 xan_icewall
3 urban_town_door_frame_03
3 dungeon_pillar_chains_02
3 forest_seaweed_wall_decoration_01
3 castle_ceiling_0111
3 urban_town_wall_04
3 beach_rock_outside_wall_low
3 skuggs_forest_ruins_wall_ivy_01
2 swamp_heather_low
2 skuggs_forest_chasm_edge_fix
2 skuggs_forest_bridge_end
2 forest_ruins_ground_tile_01
2 dungeon_wall_open
2 border_e0_r1_c
2 forest_statue_3
2 mine_rockpile_01
2 forest_seaweed_wall_decoration_02
2 urban_town_door_frame_02
2 skuggs_mine_ceiling_01
2 border_e4
2 forest_spruce_sapling_pillar
2 skuggs_dungeon_ground_01
2 border_e2_r1
2 mine_wooden_support_wall
2 tp_shop_counter_wine_barrel
2 skuggs_forest_bridge
2 mine_counterweight_chains
2 border_e1_l1_c
2 forest_bridge_middle_pillar
2 or3_town_stairs_down
2 min_marble_wall
2 castle_ceiling_shaft
2 mine_moss_rockpile_01
2 castle_ceiling_1101
2 grass_planes_01
2 castle_pillar_end
2 forest_ruins_wall_ivy_02
1 twisted_forest_seal_mini
1 catacomb_ceiling_shaft
1 forest_statue_pillar_01
1 diar_cemetery_fence
1 mine_moss_cave_in
1 border_e4_r1_c
1 min_shoplabel_72
1 dungeon_pillar_wall
1 min_shoplabel_48
1 beach_rock_blocker_01
1 twisted_forest_seal_towneast
1 forest_ruins_ground_tile_03
1 min_entry_ceiling
1 mine_wooden_support
1 forest_elevation_ledge
1 min_entrance_occluder
1 skuggs_forest_waterfall
1 castle_ceiling_1110
1 urban_town_wooden_ceiling_NO_OCCLUDE
1 beach_rock_spire_pillar
1 skuggs_forest_waterfall_river_below
1 skuggs_forest_waterfall_river
1 min_shoplabel_18
1 castle_pillar_tall_01
1 daemon_head_ruins
1 forest_ruins_fallen_bricks
1 border_e3_r1
1 min_shoplabel_42
1 forest_statue_2
1 xan_offset_floor_dirt
1 border_e4_l1_c
1 border_e4_l1
1 border_e4_l2_c
1 min_shoplabel_24
1 min_shoplabel_36
1 dungeon_ceiling_shaft_1000
1 dc_stone_floor
1 dc_forest_statue_pillar_03
1 castle_ceiling_1011
1 dungeon_ceiling_shaft_0100
1 border_e5
1 castle_facade_forest
1 mine_ceiling_03
1 aan_king_crown_big
1 min_shoplabel_54
1 twisted_forest_seal_asylum
1 castle_facade_asylum
1 min_shoplabel_30
1 twisted_forest_seal
1 border_e4_l2
1 castle_ceiling_1111
1 min_shoplabel_66
1 aan2_floor_corpse_bones_only
1 min_reload_detector
1 border_e3_l2_c
1 dc_tome_moon
1 min_shoplabel_60
================================================================================
Full save state components:
================================================================================
5299 ModelComponent
1563 ControllerComponent
1506 ClickableComponent
1398 ItemConstrainBoxComponent
1069 ItemComponent
1017 LightComponent
1002 ParticleComponent
863 DoorComponent
812 PlatformComponent
646 AnimationComponent
543 SurfaceComponent
499 SoundComponent
475 OccluderComponent
433 GravityComponent
412 FloorTriggerComponent
356 ObstacleComponent
324 ProjectileColliderComponent
274 MonsterAttackComponent
245 ScrollItemComponent
227 UsableItemComponent
219 SocketComponent
196 WallTextComponent
196 MonsterMoveComponent
193 DynamicObstacleComponent
186 TeleporterComponent
183 MonsterComponent
182 MonsterTurnComponent
180 LadderComponent
177 ScriptComponent
150 MeleeAttackComponent
148 NullComponent
141 ScriptControllerComponent
117 EquipmentItemComponent
108 ButtonComponent
107 PushableBlockFloorComponent
104 ThrowAttackComponent
93 TorchHolderControllerComponent
89 TorchItemComponent
88 TimerComponent
80 AmmoItemComponent
71 TileDamagerComponent
67 MeleeBrainComponent
64 LeverComponent
55 SpawnerComponent
53 HealthComponent
51 MonsterActionComponent
49 SecretComponent
48 CounterComponent
44 PitComponent
39 StairsComponent
36 ForceFieldComponent
36 ChestComponent
30 MonsterChangeAltitudeComponent
27 ContainerItemComponent
26 PullChainComponent
25 WallTriggerComponent
19 BombItemComponent
16 CastSpellComponent
16 MonsterMoveAttackComponent
16 UggardianFlamesComponent
15 RangedBrainComponent
15 LockComponent
14 WaterSurfaceMeshComponent
14 WaterSurfaceComponent
13 SmallFishControllerComponent
12 ExitComponent
11 RunePanelComponent
11 TinyCritterControllerComponent
10 FirearmAttackComponent
10 TwigrootBrainComponent
9 OgreBrainComponent
9 RangedAttackComponent
9 MonsterChargeComponent
9 PushableBlockComponent
9 BossFightComponent
8 HeightmapComponent
8 SkeletonArcherBrainComponent
8 SlimeBrainComponent
8 EyctopusBrainComponent
7 LensFlareComponent
7 SkyComponent
7 CrystalComponent
6 ZarchtonBrainComponent
6 IceGuardianBrainComponent
6 SpellScrollItemComponent
6 BrainComponent
5 MonsterJumpComponent
5 ToadBrainComponent
5 MosquitoSwarmBrainComponent
5 StonePhilosopherControllerComponent
5 MonsterStealWeaponComponent
5 MapGraphicsComponent
5 HerderSmallBrainComponent
4 SkeletonCommanderBrainComponent
4 XeloroidBrainComponent
4 FogParticlesComponent
4 DiggingToolComponent
3 RopeToolComponent
3 PoisonCloudAttackComponent
3 TricksterBrainComponent
3 HerderBigBrainComponent
3 MonsterWarpComponent
3 MonsterOperateDeviceComponent
3 SwarmBrainComponent
2 MagmaGolemBrainComponent
2 ReloadFirearmComponent
2 CraftPotionComponent
2 ItemActionComponent
2 UggardianBrainComponent
1 CameraShakeComponent
1 TurtleBrainComponent
1 CrabBrainComponent
1 FogParamsComponent
1 StatisticsComponent
1 WizardBrainComponent
1 WargBrainComponent
1 PartyComponent
1 CrowernAttackComponent
================================================================================
Minimal save state components:
================================================================================
30044 ModelComponent
15355 OccluderComponent
2477 AnimationComponent
1437 ObstacleComponent
1419 ProjectileColliderComponent
1118 DoorComponent
393 LightComponent
186 PlatformComponent
109 ParticleComponent
52 ItemConstrainBoxComponent
44 PitComponent
20 ClickableComponent
10 ControllerComponent
6 WallTextComponent
3 PortalComponent
3 SocketComponent
3 SurfaceComponent
2 StairsComponent
2 SoundComponent
1 ItemComponent
1 NullComponent