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Messages - epeli

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1
3. The game needs another difficulty setting.

Some of you RPG veterans just need a space of your own when it comes to difficulty.

Why not throw the ball to the players? Custom difficulty. Let us tweak all the factors tied to difficulty and various extra settings like weight and merchant limits (I haven't forgotten Elhazzared! ;))

2
Whoa, seems I'm late to the party. Damn nice idea with the new layer of character customization! The extra skillpoints are nice for players who don't replay their RPGs all the time - anyone can continue their old endgame character and even pick up a new skill from zero. But that means you'll be tweaking all the non-combat content (loot, skillchecks) in addition to combat encounters...

I tell you, you're going to balancing all the old and new encounters until 2060, and that's before even counting the expansion content!

Will info about all Specializations be optionally available at char creation just like it is for feats?

If not at char creation, you know where to find them when the time comes. :)

3
General / Re: Dialogue file reader
« on: August 08, 2017, 06:15:44 AM »
I have observed that sometimes packing doesn't... do anything. It will say that packing is complete but when you download it, the file will have 0 size.
Sometimes? Weird and nasty. I thought I had handling for all reasonable exceptions.

What browser are you using? Well, regardless, it's probably a browser quirk as some of the APIs used are working drafts with known implementation issues. Javascript doesn't have very mature support for working with files in this way. But man, you break everything you touch! Be it save files or web apps. :) Just kidding. You could try the original https://github.com/MichaelBurge/underrail-unpacker/releases

4
General / Re: Dialogue file reader
« on: August 07, 2017, 09:31:24 PM »
Is there any way to modify the dialogues? For that matter, can the .k files in the knowledge directory be read/modified? I can't find any information on this anywhere.

There are a couple of mostly-functional udlg editors on teh internets, but you may need to leave the anglosphere to find them, as they are made by french and russian translators.

May I ask why you want to modify the knowledge files?

Unpacker is finicky at the best of times and it doesn't always re-pack. Even after packing it may not work correctly.

What do you mean it doesn't always re-pack? It should blindly pack anything that isn't an underrail archive, whether it's valid underrail data or not.

It does only one very simple thing as advertised: unpacking or repacking Underrail files. It does not undo/redo their serialization. The unpacked files are MS-NRBF binary data and thus not easily modifiable as is. Editing the unpacked data is the finicky part. :P

Also, the files packed by my tool are not byte-for-byte identical with those created by underrail.exe, but they are compatible. This is intentional.

5
General / Re: Syphoner man?
« on: August 06, 2017, 06:30:33 AM »
Happy 6th of August! It's Siphoner Man's birthday!

6
General / Re: underrail.info.tm
« on: August 06, 2017, 06:30:06 AM »
It's actually surprisingly common to see someone unable to solve their puzzle because they copy their reagents wrong.
Yeah, typos are the #1 reason players resort to seeking help on forums for their puzzle.

But overall it's not that common. So far only about 15% of puzzles that got through the old validation have been unsolvable (ie. had typos or didn't have all necessary mutagens). And obviously only a small fraction of people who have trouble with the puzzle end up on my site in the first place.

Now that the puzzle helper reliably detects unsolvable puzzles and tells the user to check their reagents, almost every unsolvable puzzle has appeared in solvable ones only a few minutes later. Though I don't know whether people end up solving their puzzles or not, I hope that the simple text confirming that the puzzle is solvable (and was easy enough for a computer to solve in few milliseconds) instills confidence.

7
General / Re: underrail.info.tm
« on: August 05, 2017, 09:52:40 PM »
Sure, that shouldn't take much effort... and done. You will probably need to force refresh with ctrl+F5 to see the changes immediately.

btw, regarding your steam guide - I've fixed the boxing glove typo on wiki and for psi mentor locations you better link directly to http://www.underrail.com/wiki/index.php?title=Psionic_mentors

And since you've been linking the mutagen puzzle helper around, you might be interested in a change I recently made. It now tries to solve the puzzle in background and informs the user whether it's solvable or not (in case there are typos in the reagents the old simple validation couldn't catch.) What do you think about that? Also thanks for spreading the word and helping desperate underrailers. :)

8
General / Re: Doppelganger after death
« on: August 05, 2017, 08:21:59 PM »
What destroyor said. (Also, doppelgangers disappear after their target dies)

And since this is a doppelganger thread, here's something interesting: take a close look at Ezra's doppelganger.

9
Bugs / Re: Ambush disabled by saving.
« on: August 05, 2017, 08:12:20 PM »
Ah, nice to get a discussion on this, now Styg will certainly have to fix it if he didn't already!

I think Fenix is on the right track. I mentioned the same weird THC behavior on save/load to Styg quite some time ago. IIRC he suspected some part of the session might be cached wrongly, could be the light level. If that's the case, it matches with my observations of this happening only in some zones, likely ones that don't use the default light level.

10
General / Re: Circular Wave Amplifier capacity
« on: August 03, 2017, 07:39:53 PM »
Shields originally dissipated 10% every turn instead of every 5 turns or so. As you can imagine, back then shield capacitors were more in line with efficient energy converters. (And amplified shields made more sense, since your shield would be gone quickly in any case)

11
General / Re: Circular Wave Amplifier capacity
« on: August 03, 2017, 06:24:40 PM »
Yeah, amplified shields are nearly useless and conservative shields save a few batteries at best. I'm pretty sure tweaking shield emitter enhancements was on todo list somewhere. Maybe Styg'll get it done for the expansion.

12
General / Re: Syphoner man?
« on: July 22, 2017, 08:15:23 PM »
But the siphoner man ending is not there...

13
General / Re: Syphoner man?
« on: July 21, 2017, 07:41:59 AM »
I aquired a picture from another player showing a human corps of a syphon. i dont think this person was meming though.

If you must know, that was a shroom trip gone wrong. Lucifuga likes breaking everything he can with traps, so he went and killed one of the motion hallucinations... or maybe it wasn't a hallucination? Maybe he was talking with a frog all the time? Whichever the case, that is not the siphoner man you're looking for.

Real siphoner men wear clothes! Naked siphoner men would just cause A Heap Of Trouble.

14
General / Re: Syphoner man?
« on: July 20, 2017, 04:55:18 PM »
Guys, guys... if Eidein is the first thing that comes to mind when you look at the Mouth of Tchort, then the Institute still holds dark secrets for you.

15
General / Re: Syphoner man?
« on: July 19, 2017, 02:47:51 PM »
Go and have a chat with a particularly talky faceless commander, you know the one. His dialogue had few unreachable branches before the experimental patches earlier this year. You've probably missed those. You might also want to try taking a less antagonistic stance with the institute tchortists someday, just to get a bit wider perspective to what happened there right before your descent.

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