Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - epeli

Pages: [1] 2 3 ... 92
Suggestions / Re: New weapons and items
« on: August 29, 2017, 05:30:36 PM »
Quote from: Styg
We're pretty much set on which weapons we'll be adding now and potentially in the future

I can't say what the possible future additions are, but they will be ranged weapons. And Styg doesn't add stuff just for the sake of adding stuff. Everything has to have meaningful, distinct mechanics instead of just a reskin or a better/worse version of something else.

Regarding skills, I don't think there will ever be a heavy weapons or similar skill. Originally the gunnery skills were split into synergistic skills for pistols, SMGs and rifles. They were merged into the huge umbrella skill we know today because some guns are not available from the start. There was also a skill for grenades, which was merged into throwing, or maybe it was just renamed when more throwables were added... hmm, maybe I should add historical skills/stats to the wiki if there's any interest.

General / Re: Playing around with the graphics
« on: August 29, 2017, 05:19:34 PM »
Yeah, unfortunately the .XNB files are pretty much the only thing that's moddable without writing your own modding tools.

To_an has redone quite a bit of the assets:

General / Re: Faceless Medallion (Spoilers)
« on: August 28, 2017, 06:09:42 PM »
It's a Godman mix tape.
lol! Yes, that has to be it.

Suggestions / Re: Personal vehicles
« on: August 25, 2017, 04:51:55 AM »
Well, the first post basically describes jet skis, sans the land part. You can treat it as your personal mobile lootbox if that's what you want from it. Not sure how you imagined land vehicles would work, but the small zones really aren't designed with drivable vehicles in mind. I'm not saying there couldn't be other modes of transportation, but as far as vehicles are concerned I think we're stuck with watercraft for now.

Suggestions / Re: On Tchort and An Alternative
« on: August 25, 2017, 04:40:04 AM »
lol, someone forgot to set Tanner's armor to unbreakable. The same thing has happened to practically everything from the Beast of Foundry to Tchort and from Azif to Tanner. Surprising that it had such high durability.

General / Re: Dialogue file reader
« on: August 22, 2017, 11:47:41 AM »
Similar reasons for why I'm interested in modifying udlg files - typo correction/general small time game tweaking options. (Well, I assume the .k files include item descriptions and the like, anyway, for all that they're wholly unreadable when compiled.)

The .k files mostly contain dynamic text related to game mechanics. Unfortunately fluff text like item descriptions are all over the place and some of them would be very hard to mod. Most static items have item definition files of their own, but some items like keys are defined locally inside map files and texts for generated/crafted dynamic items are directly in the executable.

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! ;))

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. :)

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

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.

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

General / Re:
« 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.

General / Re:
« 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

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. :)

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.

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.

Pages: [1] 2 3 ... 92