I also need more variety in mud patches - a lot more variety. As it is just basically changing the texture of "mud mound" object and changing its size and shape - it should not be that much work to generate a few of patches. The ground with "mossy" grass looks very unreal. It needs more variation. "Mud mounds" can bring that. But they need more variation in soil tone, in a bit of hay and grass over it etc.
Perhaps some long and curved dirt patches so we can build dirt paths through forests.
0
zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited April 2013
More Divine Props!
I love the coulple decals we have for Selune, Shar and Amaunator. Would love to see this expanded with a ton of things ranging from temple decor to statues of the gods themselves.
Divine Items/Decor is potentially an awesome enough aspect to encompass having its own kit and categories. Indeed!
There are so many things I could do with Mystra related props right now, it is rimagiculous! :P
celantraMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild UsersPosts: 465
edited April 2013
I would like blood splats that are actually red and not blue or black. The projector splashes are red but all the ground bits are some off shade of black.
Rooms-Caves
- Ascending/Descending hallways.
- Room "connection" doorways that can be set "open" even if not connecting to another room
(This would allow creating ascending/descending paths/hallways using detail objects as an alternative).
- Hallways/path rooms that don't have bottomless pit edges.
- gem/silver/gold veins in walls
Monsters
- oozes, gelatinous cube
Effects
- bats sleeping, one or a few flying in/out, many flying/circling about
- water dripping from stalactites into small pools
***More Demonic/Abolithic/Illithid/Foulspawn themed building pieces
***More animate objects (moving tentacles, bat/rat/maggot fx, floating eye fx, clockwork fx, flowing slime/tar, windows with things going on in them, moving flags/windmill blades)
***Gambling/torture themed objects (gambling tables/wheels, iron maidens, racks, torture tools)
***Falling rock traps, living traps skins
***Desert themed stuff
***More dead body positions (crucified, hung, dead against the wall, bi-sected)
***City tiled empty maps (cobble stone streets)
***Destructible objects
***Horse driven Carriages/wagons
NW-DT4OV7EXH
Every time they idiot-proof something...they make better idiots.
0
marzipanikMember, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
edited April 2013
Here is a list of ART ASSETS that I was unable to find in the editor, but that I know have been used repeatedly by module creators in NWN1, NWN2 and similar games (Skyrim, etc.) over the years, including by myself. Items I personally consider essential are marked by an asterisk (*).
Some of the creatures in this list can be set up as an Editor Costume by assembling available models (usually humans), then slapping on a VFX or creating a new skin for the model.
NPC ASSETS: Aberrations:
Beholder
Ettercap (Bloated, spider-like humanoid with spider head and paired talons instead of hands/feet)
Gibbering Mouther (Eeeeew.)
Naga (Human-headed Snakes)
Otyugh (Double Ew. Ew. Ew.)
Will-O'-Wisp (Giant mote of light/globe of glowing vapor) *
Umber Hulk (Giant beetle-like creature) *
Animals/Beasts:
Bat (Could use modified Companion Hawk animations/skeleton)*
Bear (Panda skin, Polar Bear skin)
Cat (Black skin) *
Cow/Bull *
Crocodile/Alligator
Deer/Doe/Buck/Stag *
Elephant
Fox/Coyote
Frog/Toad
Goat
Gorilla
Horse (Variations Without Bridle/Saddle)
Leopard (Could just reskin the tiger)
Lion (Male and Female, could reskin tiger)
Lizard/Iguana
Monkey/Chimp
Owl (Snowy, Barn; Could use Companion Hawk animations/skeleton)
Parrot (Could use Companion Hawk animations/skeleton)
Rabbit/Bunny/Hare
Raccoon
Raven (Could use Companion Hawk animations/skeleton)
Rat/Mouse *
Scorpion
Sheep/Ram
Snake *
Squirrel/Chipmunk
Turtle/Tortoise
Beasts (Magical/DnD Specific):
Basilisk *
Cockatrice (Ugly Chicken with bat wings and a lizard tail)
Displacer Beast (Scrawny six-legged panther-thing with tentacles)
Dragon (I heard rumor that these aren't being included in the editor to keep them rare? Makes sense, if so.) *
Gargoyle
Giant Worm (Frost, Purple, Thoqqua, etc.)
Gorgon (Metallic/Scaled bull)
Griffon *
Hydra
Manticore
Rust Monster
Shadow Mastiff (Hulking black hound with human-like face and fangs)
Stirge (Like a mosquito/bat)
Wyvern *
Constructs: Animated/Flying Book *
Animated/Flying Candelabra
Animated Wardrobe (Throw in some mimics...haunted mansion anyone?)
Homunculus
Demons:
Balor (Fiery, Red-skinned humanoid with horns, huge claws, and wings) *
Incubus (Male version of Succubus)
Erinyes (Male version)
Glabrezu (4-armed, clawed humanoids with Dog-like heads)
Marilith (6-armed Humanoids, female up top, snake body/tail below, no legs; could use Yuan-Ti Abom. base)
Vrock (Large, feather-winged vulture-like humanoids with beaks and claws)
Devils:
Cornugon (Scaley humanoid with huge tail and wyrm-like wings)
Devourer (Skeletal humanoid with miniature agonized humanoid caged in its abdomen)
Imp (Ice Version) * Kyton (Chain-wrapped humans...like zombies!)
Pit Fiend (Fiery, red-scaled humanoid with giant bat wings and huge poisonous fangs)
Elementals:
Air * Water *
Fey:
Dryad *
Nymph (Can be easily achieved with Human Model preset and VFX)
Satyr
Pixie *
Giant:
Ettin (2-headed giants)
Goblinoid:
Bugbear (Giant Hairy Goblin)
Insects:
Beetle (Variety of colors/shapes; expecially useful for Underdark) * Mantis
Wasp/Bee
Ooze:
Black Tentacle
Gelatinous Cube (Variety of Colors) *
Ooze/Slime/Jelly/Black Pudding (Variety of Colors) *
Various Other Humanoids/Races:
Formians (Ant-people)
Genasi (Water, Air, Fire, Earth) * Genie (Fire/Efreeti, Air/Djinni)
Gnomes * Grimlock (Grey, scaley, muscular humanoids with no eyes)
Hag (Often wart-covered, sharp/long-nailed crones; could use Wight base?)
Harpy
Kuo-Toa (Lobster/Fish-like People)
Lillend (Colorful elf-like creature with lower-body of a snake and feathered wings)
Medusa
Minotaur (Bull-people) * Rakshasa (Tiger-people)
Sahaugin (Fish-People)
Slaad (Toad-people, but muscular and clawed)
Troglodytes (Lizard-people; not the same as Lizard-folk)
Yuan-Ti (Snake-people)
Atypical "Creatures" and Costumes: Box/Crate with eye holes in it (You know, for NPCs sneaking around...)
Wagon with single rider (For escort/caravan missions)
I don't expect all or any of these to be made, but I hope the list may be helpful if the studio is looking for things to develop. I also left out references to any creature models that would require water combat/environments (like octopus), since I'm not sure if the dev team wants to approach swimming animations yet? (That would be a lot of work.)
Effects
Fire effects that damage player - similar to Spell Plague Cracks
Seconded.. along with other things. not just fire.. we need some killer slime, and plants that attack and shoot things at the players..assassin vines, shambling mounds, hangman trees, etc
I want some undead plant props. I am using present Thundertree area (nearby woods) as a setting so ir will be nice to have them! (And they are canon related to 4e Neverwinter too!)
0
zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited April 2013
More thoughts:
1) The City Wall & Gate you see prior to entering the Harbinger Bridge Intro Instance. 2) The Inner Protector's Enclave Wall and Gate that you see in the Harbinger Intro Instance.
The last time I created an outside city wall (The original High Road, Act II mission of mine), I couldn't get it to look like the outside wall actually looks using the given pieces.
When building boss encounters and story encounters with dialog, I could use a lot more single mob encounters. Especially hard encounters with only 1 monster.
Want dancing animation for courtesans (the one they have by default). Was not able to find that particular one in the list.
0
celantraMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild UsersPosts: 465
edited April 2013
I would love to have all the window options that are in use in Protectors Enclave. The big bay window. The Square windows with shutters. Would also be nice to have small light shafts that would fit windows and not just sewer grates. There is also a set of stairs that is used as a building block in Protectors Enclave that would be epic. I would like the sewer grate opening as a separate piece that could be placed on a ceiling.
I would like a blood spatter that hits the screen, and then drips down, so you can really go wild. lol.. it probably isnt gonna happen, but thats a tool that would just be great for when the character dies, which also should be a trigger.. the adventurer dying could trigger any number of things. Also something I dont see happening. But the one thing i want the most, is triggering a dialog at a reach point, so you can be a dungeon master.
The area Trigger location shape, please give us square/rectangle rather than just circle, (enables much more creativity).
Allow a timer delay on a trigger, up to say 5 seconds. Tigger on dialogue is a case in point.
A portcullis (I've seen one built into the keep model, but would be good if you could separate it for outdoor maps),
Horizonal invisible walls, only have vertical atm
Curved vertical invisible walls, quarter circle on a 20' & 40' radius.
1' thick standard dungeon walls of 10' length (only had 20' and 40') to help avoid clipping.
When I copy a "lego" piece, why does it reset the Y coordinate back to zero every time (annoying)?
Thanks.
0
chthonicmythosMember, Moonstars, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0
edited April 2013
A map sized ceiling sealing ceiling for all the maps would be awesome.
Also more solo mobs for "boss" fights like have been said.
I would prefer to change NPC hair/skin color through a selector rather than having a dozen presets for every race/gender. Last I checked there still wasn't a black haired, pale halfling!
More built city/village building would be sweet too.
Large city road/street tiles would be nice!
drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited May 2013
NPC - I NEED WINGS! Angel wings specifically.
- ALL outfits in the game for NPCs. Why should i be so limited? Aren't you famous for customization? Why can't i use all the cool outfits I see through out the game? Even the zen store outfits for my NPCs, these should be available heck they might even help you sell more of them.
My current number-one art asset request is not a particular model, but more ways to gracefully appear/disappear objects. Currently any detail object simply snaps in or out of existence, but having some simple effects to stipulate at the "appear/disappear when" option would make things look much better. This also applies to various FX objects that have no good way to gracefully "end", such as a flame that pops out of existence instantly when extinguished.
Even simply making the model opacity fade in or out, the way NPCs do when assigned to "disappear" would make a big difference
Would love for a way to have a Following NPC Stop and then disappear on completion of quest. So far, the only options are disappear never and on this object completion. So essentially they either stop and stand there, or disappear after talking with them. Also an NPC that fights would be nice.
Most everything I am going to request is costume related.
The ability to change the color and appearance of facial hair. Currently, you want something with a beard? You have to take the rest of the model too. And whatever color it is, it's staying that color. Some more options would be nice. I want to put beards on some of my NPCs and mobs, but I can't due to the fact that I have to pick specific costumes and can only go so far with that.
All tattoo types available for all character models. Drow characters cannot have the cracks tattoo, which is a huge thing in my campaign.
A lot of female models (and the ogres) have this weird skirt thing that can only go away if you replace it with a bigger skirt thing. I would like to not have ANY skirt thing, or change just it's appearance.
A lot of this could be implemented if when we selected a model, we could take stuff off of them that is already there. For example, I select a character that has gloves because it has the look and facial hair that I want, but I don't want the gloves....too bad, stuck with them. Being able to subtract things from NPCs would be a blessing.
Now, some more nitty gritty....
Dragons. More than just the dragonling. Don't need dragon encounters, just the dragon skin would work for 99% of all applications. And having the ability to make it have animations (sleeping, roaring, etc) would be helpful. Also, the ability to alter, if nothing else, it's color and basic features would be fantastic.
Art wise, that's about all I can think of right now.
My quest was deleted in July of 2013. There were no issues, it had not violated any rules. Was deemed a bug. That quest is still missing.
RIP - Dirty Politics May 21st, 2013 - July 30th, 2013
0
zovyaMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
Not checked through the entire thread, but a "cobbled street" texture would be nice for the base map, similarly to had the blank one is just all grass. I've been creating a town map and had to individually place the small cobbled detail item and it creates some clippy effects. Just a default custom map would be great.
Wall of every tile type (small cave doesn't have one for example) to close off areas.
Doors with default open animation for more door types (portcullis, sewer grate door)
Bigger cages or dungeon metal cells or pens
Animated levers, chains and such that have a persistent state.
Alchemical laboratory equipment with animation
Arcane symbols, various circles of power, wards, etc.
Writing implements
More statue options
Traps: arcane (fireball, fire breath, electrical, stubs, roots, etc)
Capability of asset and mob.
Encounters: animal bosses, single bosses. Rats - giant and normal.
Encounter skins that work for animals... atm only other animal encounters work reskinned
Also make the achievement for kills based off the encounter skin, not the actual encounter type or disable for foundry.
Comments
I love the coulple decals we have for Selune, Shar and Amaunator. Would love to see this expanded with a ton of things ranging from temple decor to statues of the gods themselves.
Divine Items/Decor is potentially an awesome enough aspect to encompass having its own kit and categories. Indeed!
There are so many things I could do with Mystra related props right now, it is rimagiculous! :P
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
- Ascending/Descending hallways.
- Room "connection" doorways that can be set "open" even if not connecting to another room
(This would allow creating ascending/descending paths/hallways using detail objects as an alternative).
- Hallways/path rooms that don't have bottomless pit edges.
- gem/silver/gold veins in walls
Monsters
- oozes, gelatinous cube
Effects
- bats sleeping, one or a few flying in/out, many flying/circling about
- water dripping from stalactites into small pools
Encounter Matrix | Advanced Foundry Topics
***More Demonic/Abolithic/Illithid/Foulspawn themed building pieces
***More animate objects (moving tentacles, bat/rat/maggot fx, floating eye fx, clockwork fx, flowing slime/tar, windows with things going on in them, moving flags/windmill blades)
***More mobs (armored warhorses, alligators, anything that flies, plant-like enemies, lamia/centaur/scorpion-folk, anything extra-planar, mounted mobs)
***More Statues
***Gambling/torture themed objects (gambling tables/wheels, iron maidens, racks, torture tools)
***Falling rock traps, living traps skins
***Desert themed stuff
***More dead body positions (crucified, hung, dead against the wall, bi-sected)
***City tiled empty maps (cobble stone streets)
***Destructible objects
***Horse driven Carriages/wagons
Every time they idiot-proof something...they make better idiots.
Some of the creatures in this list can be set up as an Editor Costume by assembling available models (usually humans), then slapping on a VFX or creating a new skin for the model.
NPC ASSETS:
Aberrations:
Beholder
Ettercap (Bloated, spider-like humanoid with spider head and paired talons instead of hands/feet)
Gibbering Mouther (Eeeeew.)
Naga (Human-headed Snakes)
Otyugh (Double Ew. Ew. Ew.)
Will-O'-Wisp (Giant mote of light/globe of glowing vapor) *
Umber Hulk (Giant beetle-like creature) *
Animals/Beasts:
Bat (Could use modified Companion Hawk animations/skeleton)*
Bear (Panda skin, Polar Bear skin)
Cat (Black skin) *
Cow/Bull *
Crocodile/Alligator
Deer/Doe/Buck/Stag *
Elephant
Fox/Coyote
Frog/Toad
Goat
Gorilla
Horse (Variations Without Bridle/Saddle)
Leopard (Could just reskin the tiger)
Lion (Male and Female, could reskin tiger)
Lizard/Iguana
Monkey/Chimp
Owl (Snowy, Barn; Could use Companion Hawk animations/skeleton)
Parrot (Could use Companion Hawk animations/skeleton)
Rabbit/Bunny/Hare
Raccoon
Raven (Could use Companion Hawk animations/skeleton)
Rat/Mouse *
Scorpion
Sheep/Ram
Snake *
Squirrel/Chipmunk
Turtle/Tortoise
Beasts (Magical/DnD Specific):
Basilisk *
Cockatrice (Ugly Chicken with bat wings and a lizard tail)
Displacer Beast (Scrawny six-legged panther-thing with tentacles)
Dragon (I heard rumor that these aren't being included in the editor to keep them rare? Makes sense, if so.) *
Gargoyle
Giant Worm (Frost, Purple, Thoqqua, etc.)
Gorgon (Metallic/Scaled bull)
Griffon *
Hydra
Manticore
Rust Monster
Shadow Mastiff (Hulking black hound with human-like face and fangs)
Stirge (Like a mosquito/bat)
Wyvern *
Constructs:
Animated/Flying Book *
Animated/Flying Candelabra
Animated Wardrobe (Throw in some mimics...haunted mansion anyone?)
Homunculus
Demons:
Balor (Fiery, Red-skinned humanoid with horns, huge claws, and wings) *
Incubus (Male version of Succubus)
Erinyes (Male version)
Glabrezu (4-armed, clawed humanoids with Dog-like heads)
Marilith (6-armed Humanoids, female up top, snake body/tail below, no legs; could use Yuan-Ti Abom. base)
Vrock (Large, feather-winged vulture-like humanoids with beaks and claws)
Devils:
Cornugon (Scaley humanoid with huge tail and wyrm-like wings)
Devourer (Skeletal humanoid with miniature agonized humanoid caged in its abdomen)
Imp (Ice Version) *
Kyton (Chain-wrapped humans...like zombies!)
Pit Fiend (Fiery, red-scaled humanoid with giant bat wings and huge poisonous fangs)
Elementals:
Air *
Water *
Fey:
Dryad *
Nymph (Can be easily achieved with Human Model preset and VFX)
Satyr
Pixie *
Giant:
Ettin (2-headed giants)
Goblinoid:
Bugbear (Giant Hairy Goblin)
Insects:
Beetle (Variety of colors/shapes; expecially useful for Underdark) *
Mantis
Wasp/Bee
Ooze:
Black Tentacle
Gelatinous Cube (Variety of Colors) *
Ooze/Slime/Jelly/Black Pudding (Variety of Colors) *
Plant:
Myconid (Mushroom People)
Shambling Mound/Cannaboid
Stranglethorn (Burrowing, Carnivorous Thorny-Vine plant)
Treant *
Vraath/Flowering Death/Carnivorous Flower
Shapechangers:
Doppleganger (pale, hairless alien-like humanoid)
Undead:
Nightwalker (Clawed, mouthless, noseless, shadow humanoid)
Wraith (Legless, cloaked, humanoid phantom)
Various Other Humanoids/Races:
Formians (Ant-people)
Genasi (Water, Air, Fire, Earth) *
Genie (Fire/Efreeti, Air/Djinni)
Gnomes *
Grimlock (Grey, scaley, muscular humanoids with no eyes)
Hag (Often wart-covered, sharp/long-nailed crones; could use Wight base?)
Harpy
Kuo-Toa (Lobster/Fish-like People)
Lillend (Colorful elf-like creature with lower-body of a snake and feathered wings)
Medusa
Minotaur (Bull-people) *
Rakshasa (Tiger-people)
Sahaugin (Fish-People)
Slaad (Toad-people, but muscular and clawed)
Troglodytes (Lizard-people; not the same as Lizard-folk)
Yuan-Ti (Snake-people)
Atypical "Creatures" and Costumes:
Box/Crate with eye holes in it (You know, for NPCs sneaking around...)
Wagon with single rider (For escort/caravan missions)
I don't expect all or any of these to be made, but I hope the list may be helpful if the studio is looking for things to develop. I also left out references to any creature models that would require water combat/environments (like octopus), since I'm not sure if the dev team wants to approach swimming animations yet? (That would be a lot of work.)
Fire effects that damage player - similar to Spell Plague Cracks
Encounter Matrix | Advanced Foundry Topics
Seconded.. along with other things. not just fire.. we need some killer slime, and plants that attack and shoot things at the players..assassin vines, shambling mounds, hangman trees, etc
Himmelville - Are you easily frightened?
Click Here
On one side of the mountain, there were bones...
1) The City Wall & Gate you see prior to entering the Harbinger Bridge Intro Instance.
2) The Inner Protector's Enclave Wall and Gate that you see in the Harbinger Intro Instance.
The last time I created an outside city wall (The original High Road, Act II mission of mine), I couldn't get it to look like the outside wall actually looks using the given pieces.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
Chasm assets at half their original size.
Ravenloft
Look for@Apocrs1980 or visit the main page here or Ravenloft here
Himmelville - Are you easily frightened?
Click Here
On one side of the mountain, there were bones...
... along with a few pieces of meat.
(completed it for you )
lol. chunks. gotta have chunks.
Himmelville - Are you easily frightened?
Click Here
On one side of the mountain, there were bones...
The area Trigger location shape, please give us square/rectangle rather than just circle, (enables much more creativity).
Allow a timer delay on a trigger, up to say 5 seconds. Tigger on dialogue is a case in point.
A portcullis (I've seen one built into the keep model, but would be good if you could separate it for outdoor maps),
Horizonal invisible walls, only have vertical atm
Curved vertical invisible walls, quarter circle on a 20' & 40' radius.
1' thick standard dungeon walls of 10' length (only had 20' and 40') to help avoid clipping.
When I copy a "lego" piece, why does it reset the Y coordinate back to zero every time (annoying)?
Thanks.
Also more solo mobs for "boss" fights like have been said.
I would prefer to change NPC hair/skin color through a selector rather than having a dozen presets for every race/gender. Last I checked there still wasn't a black haired, pale halfling!
More built city/village building would be sweet too.
Large city road/street tiles would be nice!
You know you can rotate detail objects around any x/y/z axis, right?
Encounter Matrix | Advanced Foundry Topics
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
- ALL outfits in the game for NPCs. Why should i be so limited? Aren't you famous for customization? Why can't i use all the cool outfits I see through out the game? Even the zen store outfits for my NPCs, these should be available heck they might even help you sell more of them.
Even simply making the model opacity fade in or out, the way NPCs do when assigned to "disappear" would make a big difference
NW-DQ8I5BZSF
Multiple NPCs following?
Floors to build multi-levels.
The ability to change the color and appearance of facial hair. Currently, you want something with a beard? You have to take the rest of the model too. And whatever color it is, it's staying that color. Some more options would be nice. I want to put beards on some of my NPCs and mobs, but I can't due to the fact that I have to pick specific costumes and can only go so far with that.
All tattoo types available for all character models. Drow characters cannot have the cracks tattoo, which is a huge thing in my campaign.
A lot of female models (and the ogres) have this weird skirt thing that can only go away if you replace it with a bigger skirt thing. I would like to not have ANY skirt thing, or change just it's appearance.
A lot of this could be implemented if when we selected a model, we could take stuff off of them that is already there. For example, I select a character that has gloves because it has the look and facial hair that I want, but I don't want the gloves....too bad, stuck with them. Being able to subtract things from NPCs would be a blessing.
Now, some more nitty gritty....
Dragons. More than just the dragonling. Don't need dragon encounters, just the dragon skin would work for 99% of all applications. And having the ability to make it have animations (sleeping, roaring, etc) would be helpful. Also, the ability to alter, if nothing else, it's color and basic features would be fantastic.
Art wise, that's about all I can think of right now.
RIP - Dirty Politics May 21st, 2013 - July 30th, 2013
Doors with default open animation for more door types (portcullis, sewer grate door)
Bigger cages or dungeon metal cells or pens
Animated levers, chains and such that have a persistent state.
Alchemical laboratory equipment with animation
Arcane symbols, various circles of power, wards, etc.
Writing implements
More statue options
Traps: arcane (fireball, fire breath, electrical, stubs, roots, etc)
Capability of asset and mob.
Encounters: animal bosses, single bosses. Rats - giant and normal.
Encounter skins that work for animals... atm only other animal encounters work reskinned
Also make the achievement for kills based off the encounter skin, not the actual encounter type or disable for foundry.