MapFog.xml

One file sets how every map looks: distance fog, sun tint, contact shadows, colour grade, glow, the day/night cycle and weather (rain, storms with lightning, snow, blizzard, fog).

Everything here is client-side and visual only. It changes nothing on the server: no stats, no drops, no damage.

File Location#

<client folder>\Data\Local\MapFog.xml
  • Plain XML, not encoded. No ConfigEncoder run is needed.
  • It ships with the client. Players get your edits through the normal launcher update.
  • AxiomConfigEditor.exe (in Tools\ConfigEncoder\) edits it in a form with the limits checked. See ConfigEncoder.

Seeing changes: edit the file, then type $weather reload in game chat. The file is read again on the spot. A client restart also works.

Dependencies#

Depends onWhat it means
ClientConfig.xml <PostProcessing>Global switches. EnableFog, EnableSSAO, EnableBloom decide whether fog, contact shadows and glow exist at all. Fog_DensityScale multiplies every map's Density.
Player graphics options (World tab)Each player can turn off: Atmosphere (fog), Contact Shadows, Enhanced Colors (grade), Glow (bloom), Weather. The day/night cycle cannot be turned off by players.
PC clockDay/night and weather are worked out from the UTC clock, so every player sees the same time of day and the same weather with no server packet. A player whose PC clock is wrong sees a different time.

Structure#

<MapFog Enable="1">
    <Default Density="0.9" ... DayLight="1.0" NightLight="0.5" DayLength="1440" DayOffset="180" />

    <Map Index="0" Name="Lorencia" Color="146,160,112" Weather="rain,storm" WeatherChance="0.25" />
    <Map Index="1" Name="Dungeon"  DayLight="0.8" NightLight="0.8" />
</MapFog>
ElementMeaning
<MapFog Enable>0 turns post-process fog off on every map. Grade, glow, day/night and weather keep working.
<Default>Values for every map.
<Map Index="N">Override for map number N (0-127). Anything it does not state comes from <Default>.
NameLabel for you. The client ignores it.

Every attribute is optional. Only write what you want to change: a <Map> row with one attribute still inherits all the others.

Map numbers
IndexMapIndexMap
0Lorencia33Aida
1Dungeon34 / 35Crywolf
2Devias37 / 38Kanturu 1 / 2
3Noria39Kanturu Relics
4Lost Tower41 / 42Barracks / Refuge
6Arena45-50Illusion Temple
7Atlans51Elbeland
8Tarkan56Swamp of Calmness
9Devil Square57 / 58Raklion / Raklion boss
10Icarus62Santa Village
11-17Blood Castle 1-763Vulcanus
18-23Chaos Castle 1-664Duel Arena
24-29, 36Kalima 1-765-68Doppelganger
30Valley of Loren (Castle Siege)69-72Imperial Guardian
31Land of Trials79Loren Market
80 / 81Karutan 1 / 2

Configuration Sections#

"Shipped" is the value in the <Default> row of the file that comes with the client. Values outside the range are clamped.

Fog#

Distance fog that is thicker low down and thinner on high ground.

AttributeShippedRangeWhat it does
Enable10 / 10 = no fog on this map. Grade, glow, day/night and weather still apply.
Color120,136,148R,G,B 0-255Fog colour. Fully used only when AutoColor is 0.
AutoColor0.450-10 = use Color. 1 = follow the zone's own dominant colour.
DominantBias0.150-4How the zone colour is picked: 0 = strongest hue wins, higher = plain average. Lower it if the fog looks washed out.
Saturation1.00-4Saturation of the picked zone colour.
Brightness1.050.1-3Brightness of the picked zone colour.
Density0.90+Overall fog strength. Multiplied by Fog_DensityScale from ClientConfig.xml.
HeightFalloff0.00150.00001+How hard fog hugs the ground. Larger = thin fog layer near the floor.
BaseHeight0anyGround height where fog is at full strength.
MaxOpacity0.650-1Ceiling, so far-away things never vanish fully.
SkyOpacity00-1Fog over empty void (map edges). 1 = void becomes fog.
StartDistance3000+Clear radius around the character, in world units (1 tile = 100).
AmbientTint0.120-1Light tint at every distance, so the zone feels wrapped in its air. Raise it if fog only shows at the horizon.

Sun glow in the fog#

AttributeShippedRangeWhat it does
SunColor255,224,170R,G,BColour the fog bends toward on the sun side.
SunAzimuth1350-360Compass direction of that glow. Does not move shadows.
SunElevation26-90 to 90Height of the glow above the horizon.
SunExponent80.01+Higher = smaller, tighter glow.
SunAmount0.450-1How strongly fog takes the sun colour.

Contact shadows#

Short soft shadows where objects and characters meet the ground. Needs EnableSSAO in ClientConfig.xml and the player's Contact Shadows option.

AttributeShippedRangeWhat it does
ContactShadows10 / 10 = off on this map.
ContactShadowStrength0.450-1Darkness of a full shadow.
ContactShadowLength22010-1000How far shadows reach. Longer = taller shadows, more edge artefacts.
ContactShadowThickness905+Assumed object thickness. Too low = gaps; too high = dark halos behind characters.
LightAzimuth-1-1, 0-360Direction light comes from. -1 = match the character blob shadows (recommended).
LightElevation-1-1, 0-89Height of that light. -1 = match the blob shadows.

Colour grade#

Final look of the whole picture. Works even when the map's fog is off. The HUD is never affected. Players switch it with Enhanced Colors.

AttributeShippedRangeWhat it does
Grade10 / 10 = leave this map ungraded.
GradeSharpen0.50-1Brings back texture detail softened by anti-aliasing. 0.4-0.7 is the useful range.
GradeContrast1.080.5-21 = unchanged. 1.05-1.15 adds depth; higher crushes dark areas.
GradeSaturation1.120-21 = unchanged, 0 = grey. 1.3+ looks cartoonish.
GradeWarmth0.3-1 to 1-1 cold blue, 0 neutral, 1 warm orange. Snow maps negative, deserts and lava positive.
GradeVignette0.220-1Darkens screen corners. 0.15-0.3.
Bloom1.00-3Glow strength on this map (times Bloom_Intensity). Lower on bright maps (snow, sky), higher in dark interiors. 0 = no glow.

Day / night#

The scene gets darker at night: ground, buildings, trees, characters, monsters, NPCs. Spells, glows, torches, lamps, lightning and the UI keep full brightness, so they stand out in the dark.

AttributeShippedRangeWhat it does
DayLight1.00.1-2Brightness at noon. 1 = original game brightness.
NightLight0.50.1-2Brightness at midnight. 0.5 = twice as dark. Set it equal to DayLight to switch the cycle off on that map (and give it a fixed brightness).
DayLength144010+ minutesLength of one full day. 1440 = real 24-hour day. Shorter, e.g. 120 = day and night every 2 hours.
DayOffset180minutesYour server's timezone as minutes from UTC, so noon is real noon: UTC+3 = 180, UTC+2 = 120, UTC-5 = -300.

What players see:

  • Night: the shipped value is half brightness with a slight blue moonlight tint. Fog gets cooler and glows a little stronger.
  • Sunrise / sunset: a smooth change with a warm orange tint, each taking about 10% of DayLength. On a 24-hour day that is about 2.5 hours around 06:00 and 18:00; full night is roughly 19:00-05:00.
  • Day: unchanged from the original look.

Weather#

AttributeShippedRangeWhat it does
Weather(empty)listWhat can happen on this map, comma separated: rain, storm, snow, blizzard, fog. Empty = never.
WeatherChance0.30-1Share of time some weather is active. 0.25 = about one slot in four.
WeatherLength60060+ secondsLength of one weather slot. Each slot is either clear or one type from the list, picked at random.
TypeWhat players see and hear
rainRain streaks and splash rings, slightly darker and greyer world, thicker fog, rain sound.
stormHeavier rain, darker world, plus lightning every 5-20 seconds. A strike lights up the whole scene (player, monsters, ground), hits the ground away from the player, and thunder follows from that direction. Some flashes are distant sheet lightning with a far rumble.
snowGentle snowfall, light white fog, cooler colours.
blizzardDense wind-driven snow, thick white fog, wind sound.
fogThick fog only.
  • Changes fade in and out over about 15-20 seconds. Entering a map during weather shows it at full strength straight away.
  • Players can switch weather off with the Weather checkbox in graphics options (World tab).
  • Weather only thickens fog that exists. On a map with fog off (Enable="0"), or for a player with Atmosphere off, fog weather shows nothing and rain/snow add no fog.
  • Lightning is never darkened by night, so storms at night look strongest.

Important Behavior#

  • Same for everyone, no server work. Time of day and weather come from a hash of the map number and the UTC clock. Every client gets the same answer, so players standing together see the same rain and the same night.
  • Inheritance. A <Map> row copies <Default> first, then applies its own attributes. Changing <Default> changes every map that does not override that attribute.
  • Night and fog together. Fog colours are darkened with the night light, so fog never glows against a dark world. Maps that use AutoColor follow the darker scene by themselves.
  • Valley of Loren (30) ships with Enable="0": Castle Siege draws its own fog. Turning MapFog fog on there doubles it.
  • Vanilla weather stays. Devias snow, Icarus rain, Lorencia leaves and the event-map effects still play. MapFog weather is added on top: for example, blizzard on Devias adds a storm to its normal snow.

Testing commands#

Type these in game chat. They only change what you see, until you switch back or relog.

CommandEffect
$weather rain / storm / snow / blizzard / fogForce that weather now. A storm strikes within a second.
$weather offForce clear weather.
$weather autoBack to the scheduled weather.
$weather reloadRe-read MapFog.xml without restarting.
$time 22Jump to 22:00 (any hour 0-24, decimals allowed: $time 18.2 is mid-sunset).
$time autoBack to the real clock.

Examples#

<Default ... DayLight="1.0" NightLight="0.5" DayLength="1440" DayOffset="120" />

Noon at 12:00 server time, midnight at 00:00.

Common Issues#

ProblemCheck
No fog at allEnableFog in ClientConfig.xml, the player's Atmosphere option, <MapFog Enable="1">, the map's Enable.
Weather never showsThe map needs a Weather list and WeatherChance above 0. The player's Weather option must be on. Test with $weather storm.
Two players see different weather or timeOne PC clock is wrong. Both are worked out from the PC's UTC time.
Night too dark on an indoor mapSet DayLight and NightLight equal on that map, or raise NightLight.
Edits do nothingEdit the file in the client folder players actually use, then $weather reload. Check MuError.log for MapFog - lines (bad index, parse error).
Fog looks washed outLower AutoColor to trust Color more, or lower DominantBias.

Tuning order#

When a zone does not feel right:

  1. Color - pin the hue you want.
  2. AutoColor - lower to trust Color, raise to follow the zone.
  3. AmbientTint - raise if fog only shows at the horizon.
  4. Density - overall strength.
  5. MaxOpacity - lower if distant objects disappear too much.
  6. DayLight / NightLight - overall brightness and night darkness.

Last updated October 23, 2026