Underrail Forum

Underrail => General => Topic started by: epeli on October 22, 2016, 10:12:32 am

Title: underrail.info
Post by: epeli on October 22, 2016, 10:12:32 am
Underrail infoTM
Update 2020-06-28: Finally got the old domain back. Old underrail.info.tm links should work now. They will redirect to the new site. If you're missing your old saved builds, check this post (https://underrail.com/forums/index.php?topic=2753.msg30031#msg30031).
Update 2020-06-17: Dead build links pointing to the old domain underrail.info.tm will work if you remove .tm from them!



I figured a general thread for my Underrail fansite would be in order since I've been posting updates and stuff all over the place. (old thread (https://underrail.com/forums/index.php?topic=1305), sort of)

The site is a collection of standalone tools for underrailers. It should work on any modern web browser, but is designed with PC resolutions in mind. As always, let me know if you have any suggestions or questions, or if you find anything that seems to be wrong/broken.


>>> underrail.info/build/ (https://underrail.info/build/)

The main feature, a character build calculator and theorycrafting tool. Calculates base abilities, skills, feats and the stats directly derived from them. Numbers should be identical to Underrail, down to all its rounding quirks. It's basically the same as the game's Character Sheet screen with some additions from Combat Stats, but compressed to one page instead of three tabs. My primary intention with this tool is to automate any tedious calculations (mainly skill thresholds) involved in character planning.

Usage tips:

Features:


>>> underrail.info/mutagens/ (https://underrail.info/mutagens/)

This is a helper for the mutagen puzzle, not a solver. It should make the puzzle more fun for those who struggle to understand the logic or have done it too many times and gotten a bit lazy. :) It does, however, use a solver in the background to check if your inputted sequences actually make a solvable puzzle. This is to detect if you've made any typos when copying reagents. Puzzles generated by the game are always solvable.

It can optionally offer two kinds of hints, 1) automatically disabling unusable reagents and 2) highlighting atoms. I hope the highlighting is mostly self-explanatory - green is good, red is bad, faded out colors can be ignored and atoms matching Exitus-1 are under/overlined. Once you've typed your reagents in and set the options you want to use, just hit the button to lock your reagents in and start solving. There are reset and undo buttons, but if you need to restart, just hit F5. Your browser will remember reagents you've inputted if it saves form history.

If you don't have mutagen sets at hand but would like to try it, you can use the testsets I left in, like so underrail.info/mutagens/?load=testset1 (https://underrail.info/mutagens/?load=testset1), 2, 3, etc.


>>> underrail.info/unpacker/ (https://underrail.info/unpacker/)

A tool for unpacking and repacking most of Underrail's files (such as your saves' global.dat for editing) through a simple drag & drop interface. It only has a small database of common Underrail data model versions, but it can unpack and subsequently pack any Underrail archive you feed it. (Unknown versions will be added to the version list until you close the page.) Many thanks to MichaelBurge for his work on Underrail file format and the original Underrail-unpacker.

Just a simple proof of concept for anyone interested in tinkering with Underrail's files. It simply scans files for Underrail header bytes or adds them. pako.js is used to (un)gzip data. First 16 bytes are Underrail GUID, followed by 8 bytes of data model version and finally the gzipped payload.

Tip: If you're only looking for a way to mass unpack files without a need to repack them or check their version, normal archivers such as 7zip will do the trick.
Title: Re: underrail.info.tm
Post by: Tygrende on October 22, 2016, 11:30:12 am
Great tool, I've been using it for a long time now.

Found a small mistake- Point Shot requires 6/6 PER/DEX in game, while in your calculator it's 7/7.
Title: Re: underrail.info.tm
Post by: Cappen on October 22, 2016, 01:19:32 pm
Great tool :salute:
Title: Re: underrail.info.tm
Post by: Yonaiker on October 22, 2016, 03:32:05 pm
This saved me a lot of playthroughts to experiment and play, very useful tool.
Title: Re: underrail.info.tm
Post by: epeli on October 22, 2016, 10:25:58 pm
Found a small mistake- Point Shot requires 6/6 PER/DEX in game, while in your calculator it's 7/7.

Thanks, fixed. Somehow I've written many wrong numbers in the feat requirements. :X
Title: Re: underrail.info.tm
Post by: hilf on October 23, 2016, 06:35:17 am
Found a small mistake- Point Shot requires 6/6 PER/DEX in game, while in your calculator it's 7/7.

Thanks, fixed. Somehow I've written many wrong numbers in the feat requirements. :X
But many more correct ones!
Title: Re: underrail.info.tm
Post by: destroyor on October 23, 2016, 05:59:52 pm
Another small correction:
Corporeal Projection requires str 6;Psi Ability: Telekinetic Punch or Force Emission, while your calculator it's wil 6; feat: psi empathy
Title: Re: underrail.info.tm
Post by: epeli on October 23, 2016, 07:28:19 pm
Another small correction:
Corporeal Projection requires str 6;Psi Ability: Telekinetic Punch or Force Emission, while your calculator it's wil 6; feat: psi empathy

Oh yeah, that's one thing that *has* to be inconsistent. Since the site doesn't consider psi abilities at all, any requirements for those were either dropped or replaced with psi empathy as it is an indirect requirement. Fixed the stat though.

I also just added Trap Detection, but I'm not sure if it works correctly or if there's a bug in Underrail.

edit:
Yup, Styg found the bug. It will be fixed in the next version. And some nice news - I'll just post this totally discreetly here - Styg is considering a public test branch for Underrail!
Title: Re: underrail.info.tm
Post by: Tygrende on November 06, 2016, 06:12:00 pm
Now that I think of it, it would be nice if there was an option for base ability bonuses other than food (STR from Power Fist and Rathound Regalia, AGI from cave hooper armor/boots, CON from pig leather armor, PER from adaptive goggles, WILL from tchortist noble robe) but it's a minor thing.
Title: Re: underrail.info.tm
Post by: epeli on November 06, 2016, 09:58:09 pm
Now that I think of it, it would be nice if there was an option for base ability bonuses other than food (STR from Power Fist and Rathound Regalia, AGI from cave hooper armor/boots, CON from pig leather armor, PER from adaptive goggles, WILL from tchortist noble robe) but it's a minor thing.
Not a bad idea, I'll get to it ASAP.

edit: Done! Also added metal helmet, gas mask and vigorous belt because why not. Let me know if I broke something.
Title: Re: underrail.info.tm
Post by: Tygrende on November 07, 2016, 12:43:52 pm
Let me know if I broke something.
Strange, it works perfectly on my phone in Chrome but doesn't work on PC in Chrome. Works in Internet Explorer though.

Huxkey/crafting bonuses don't work either, food bonuses work.

Title: Re: underrail.info.tm
Post by: epeli on November 07, 2016, 03:17:37 pm
Let me know if I broke something.
Strange, it works perfectly on my phone in Chrome but doesn't work on PC in Chrome. Works in Internet Explorer though.

Huxkey/crafting bonuses don't work either, food bonuses work.

Your PC browser is probably caching parts of the old version, try force refresh with Ctrl+F5.
Title: Re: underrail.info.tm
Post by: Tygrende on November 07, 2016, 03:56:23 pm
Yeah, that was it. Everything works as it should now. Thanks.
Title: Re: underrail.info.tm
Post by: PetitRamen on November 07, 2016, 06:24:59 pm
This tool is really great. Will be useful the day I want to do a second run.

Is there a page where we could see suggested shared builds?
Title: Re: underrail.info.tm
Post by: destroyor on November 08, 2016, 01:34:08 am
Bowyer
Crossbows that you craft have their critial damage bonus increased by 35%

REQUIREMENTS:
Intelligence 7
Mechanics 30

Is this a sneak peak at the upcoming veteran feats or is this cut content?
Title: Re: underrail.info.tm
Post by: epeli on November 08, 2016, 10:37:33 am
Is there a page where we could see suggested shared builds?

There are many build advice threads here on the forums, but unfortunately there's no good index of them. Would be nice if someone started a build megathread to collect all the build stuff within.

Is this a sneak peak at the upcoming veteran feats or is this cut content?

Oops... don't tell Styg you saw that. ;) It's neither. It's a new base game feat. There will be an option for expedition mode when it's time. Speaking of sneak peeks, expedition and time; Styg should have a new devlog for us this week.
Title: Re: underrail.info.tm
Post by: Tygrende on November 08, 2016, 11:35:59 am
Oops... don't tell Styg you saw that. ;) It's neither. It's a new base game feat.
A powerful one, too. Easily justifies setting INT to 7.

I wish gun nut was that good.
Title: Re: underrail.info.tm
Post by: magras on December 19, 2016, 02:21:01 pm
One more little bug: heavy punch misses 5 str requirement.
Title: Re: underrail.info.tm
Post by: epeli on December 19, 2016, 04:28:13 pm
One more little bug: heavy punch misses 5 str requirement.
Fixed.
Title: Re: underrail.info.tm
Post by: destroyor on January 17, 2017, 11:48:08 pm
I'm not sure it's the mad cow striking again but the build tool is off regarding skill point in my game.

This is my build (http://underrail.info.tm/?build=AwGloJgVhAOEDMiQEZQqUgbKhMUozhgnrAQlQ5kCcqac8a6ExxaFoALEinKlxAQ+CeFzpQ6WOgHYkMwTLqwYNeDRpA) and this is my save game (https://mega.nz/#fm/OwwHQAyS).

According to the tool I should have 130 effective biology w/ 100 base bio, but this is not the case in my game. I only get 125 effective bio w/ 100 base bio?
Title: Re: underrail.info.tm
Post by: epeli on January 18, 2017, 12:48:50 am
Mega link is broken and discrepancy of 5 points shouldn't be possible, did you mean 129? I did quickly plug those numbers in the game and Underrail gave 129 instead of 130.

This is a very rare occurrence and I was wondering when someone would stumble upon it up. It's a rounding error that my calculator doesn't simulate. My calculator written is Javascript which uses more precise floating point numbers than Underrail; it can't simulate Underrail's rounding errors perfectly as is. I guess I could fix this by dropping support for older browsers and doing a lot of hacky float conversion. I'll look into it.
Title: Re: underrail.info.tm
Post by: destroyor on January 18, 2017, 01:19:27 am
Ok let's try the mega link again: link (https://mega.nz/#!i4pkES7Z!Mv-7zCONqzCuCVwIisomgToajWGF5wf2zmEUbOaDuPs)

Screenshot:
(http://i.imgur.com/jXgFn8w.png)

It's a discrepancy of 5 points ... not sure what's happening here.
Title: Re: underrail.info.tm
Post by: epeli on January 18, 2017, 01:35:13 am
That's because your actual in-game level (23) and the level in the builder (25) don't match. Drop your level in the builder to 23 and the skill will be correctly limited to 125. Everything is working as it should.

However I did find and fix a minor unrelated bug.
Title: Re: underrail.info.tm
Post by: destroyor on January 18, 2017, 01:42:30 am
I see, but I thought level does not directly affect most character's stats. The only stats partially derived from level are health, fortitude, resolve and detection?
Title: Re: underrail.info.tm
Post by: epeli on January 18, 2017, 01:52:35 am
Well it also dictates the maximum for skills. You can't put more than 10+5*level points into any skill. And synergies cannot boost skills beyond that, which is what you're seeing here.
Title: Re: underrail.info.tm
Post by: destroyor on January 18, 2017, 01:59:23 am
Completely forgot about synergies maximum - many thanks epeli.
Title: Re: underrail.info.tm
Post by: epeli on February 02, 2017, 07:26:17 pm
The way synergies work has proven to be the most confusing aspect of Underrail's character system, so I decided to mark the "dead zone" by adding a small warning text (with appropriate tooltip) next to skills that have wasted synergy points due to skillcap.

A build linked earlier provides some good examples - various skills will display the warning if you drop level to 23 and/or fiddle around with int bonus.
http://underrail.info.tm/?build=AwGloJgVhAOEDMiQEZQqUgbKhMUozhgnrAQlQ5kCcqac8a6ExxaFoALEinKlxAQ+CeFzpQ6WOgHYkMwTLqwYNeDRpA

Another simple example, try tweaking dodge and evasion.
http://underrail.info.tm/?build=JwGgHA7KCMAsICYCsIUoqzaQAZf72h2hCL3IMouqoKA
Title: Re: underrail.info.tm
Post by: hilf on February 02, 2017, 08:15:49 pm

Another simple example, try tweaking dodge and evasion.
http://underrail.info.tm/?build=JwGgHA7KCMAsICYCsIUoqzaQAZf72h2hCL3IMouqoKA
I raise dodge or evasion to 108, builder stops telling me i'm stupid but my dodge/evasion is still at 135. Technically it's correct because 108 * 1.255 = 135,54 and 135,54 > 135, but i'm still not getting anything by putting a skill point there.

Another case: raise AGI to 8 and drop dodge and evasion to 95. Red flag appears but if i drop dodge to 94 my effective dodge will be 134. So i'm getting something by raising dodge from 94 to 95 but still get that warning.
It's technically correct again because effective value of 136 is reduced to 135.

I'd be more happy with message akin to "you can take point from here and be as cool!" but it's good enough as it is.
Title: Re: underrail.info.tm
Post by: epeli on February 03, 2017, 05:54:39 am
Technically the calculation is nothing like that, skill numbers are handled as integers and baseAbilityMod(7) doesn't return 1.255 anymore now that I've "fixed" it to emulate Underrail's rounding errors. But the insanity of this all is a whole nother topic...

Anyways, I changed the first case. Synergies shall be checked if (modifiedSkill <= skillcap) instead of <.
The second one will stay. I'm not terribly concerned if it warns early in edge cases. There could always be indirect benefits despite wasted synergy (synergies to other skills, feat requirements, derived stats, etc) so staying cool is left as an exercise to the user!

I know this is fairly useless for hardcore underrailers. The idea was to teach the synergy quirks to those who aren't as deep in the rabbit hole. ;) And I might redo the whole thing later. Listing all constituent parts of effective skill (skill points, base ability modifier, total synergy points, synergy points by contributing skill, skillcap, wasted synergy points, item bonuses) somewhere would be much better, but I doubt I'll find a way to display all that information without cluttering the page even more. Maybe hidden in a tooltip for the skill number.
Title: Re: underrail.info.tm
Post by: MirddinEmris on February 13, 2017, 04:27:30 pm
Perhaps the "reset" button should also reset things like chosen gear and bonuses to skills and abilities.
Title: Re: underrail.info.tm
Post by: epeli on February 14, 2017, 08:24:38 am
Done.
Title: Re: underrail.info.tm
Post by: destroyor on March 12, 2017, 12:22:04 am
Having some trouble linking build url to steam guide - testing link, please ignore for now.

SMG build with some mistakes, hard game cleared (http://underrail.info/build/?AwGloJgVhBmECMA2EB2OjTwCyNjbGcOADjxgXzGtghGhAE5HEIUSyFgFWfj-qdCEJiwUsMrBbYy2FlBhQWSOqnioYqRkA)

Revised SMG build (http://underrail.info/build/?AwGloJgVhBmECMA2Rp4A45YbGAWGcEPUHGBCAdjBsnOBTJAE57qcjPaQIffo4KWJljNimPGKgwoYpDEoIQleJWZA)

New player/Oddity player friendly version (http://underrail.info/build/?AwGloJgVhBmECMA2Rp4A45YbGAWGcEPUHGBZEATnxUnOBQQiuIHY5yI6xejIQECIJiwUsTLFZ5MeVlBhRWSGGwQg28NlSA)

Edit: there's nothing wrong with the build tool but can't get the direct link to work on steam guide. Fuck it I'll just link this post.
Edit2: Finally realized what's happening - steam don't like "+" and "-" in a link and the "Notice: you are leaving steam" re-direct mess up any link w/ + and - ... no way around this issue as [noparse] doesn't work. I'm afraid all future build on my steam guide will be re-directed to this post. -_-
Title: Re: underrail.info.tm
Post by: destroyor on March 16, 2017, 11:04:05 pm
Hey epeli,

I talked to Steam Support and got an answer back re: problem w/ build tool link re-direct incorrectly in Steam guide, looks like they can't really do anything and it (the re-direct) will stay as is.

Right now Steam re-direct will mess up if any link containing "+" symbol - you can see this in action here (http://steamcommunity.com/sharedfiles/filedetails/?id=843557165), Character build part I, Guns - SMG, proof1 and proof2 (or just Ctrl + F: proof).

I might re-work the character build section once the expansion is out and I wondering if it's possible for the build tool to generate all link without the "+" symbol?

Thanks in advance.
Title: Re: underrail.info.tm
Post by: epeli on March 17, 2017, 12:17:06 am
No. I have absolutely no intention of working around Steam's bugs, especially not something silly like that. The build links use only standard URI-safe symbols and plus is one of them. I intend to keep all the old build links working for the foreseeable future.

So, Valve has to fix their forum issues. In the meantime you could use a URL shortener to bypass Steam's bugs.
eg. http://underrail.info.tm/build/?AwGloJgVhBmECMA2EAOOjT3g2MAsM4I+ouMCEA7GLZBcCuSAJwM27Fd0gS9-Q4KWOlgsS6fOKgwo4pHyQwq8KiyA -> http://tinyurl.com/klecjm3
Title: Re: underrail.info.tm
Post by: destroyor on March 17, 2017, 01:58:51 am
Looks like URL shortener is the way to go. Thanks epeli.
Title: Re: underrail.info.tm
Post by: Yonaiker on June 20, 2017, 11:34:54 pm
This should be sticky, as can be lost easily on the forums and not many people knows about this tool.
Title: Re: underrail.info.tm
Post by: epeli on June 23, 2017, 07:24:30 am
This should be sticky, as can be lost easily on the forums and not many people knows about this tool.

'k, will ask Styg. edit: it's now sticky!
Title: Re: underrail.info.tm
Post by: destroyor on August 05, 2017, 09:23:13 pm
epeli I have a feature request - I'm wondering if you could add in all the intimidation gears in the build tool? No rush or anything but it would be nice if you can add them in when you have some free time.
Thanks in advance.
Title: Re: underrail.info.tm
Post by: epeli 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. :)
Title: Re: underrail.info.tm
Post by: destroyor on August 05, 2017, 10:07:09 pm
Nice, thanks epeli.

Re: steam guide - I actually have a list of stuff I should update in a txt file, but I'm too lazy to get off my fat ass right now; I'll add them to my list.  :P

That's a great update to the mutagen puzzle helper. It's actually surprisingly common to see someone unable to solve their puzzle because they copy their reagents wrong.

Keep up the good work.
Title: Re: underrail.info.tm
Post by: epeli 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.
Title: Re: underrail.info.tm
Post by: epeli on December 08, 2017, 03:14:20 pm
Finally, 1.0.3 is out! I've done some changes worth noting to http://underrail.info.tm/build/

- Support for new veteran level system and specializations.
-- Notably, this means more junk on the screen - fourth tab. It won't have any use yet, but I'm leaving it on display to gauge if there are any issues with it.

- New build link scheme.
-- Because the old links would've been quite long for veteran builds with lots of different specializations.
-- New links for full level 30 builds should be shorter than old level 25 links.
-- Old build links will continue to work for now, and hopefully as long as this thing exists.

- Specializations gave me an excuse to make the chosen feats list (in base tab) more useful:
-- From now on, they are saved in the order you selected them.
-- You can drag & drop them to change their order. The dragged feat is inserted after the one you drag it to.
-- You can still freely select feats in impossible order, but such feats will have strike-through effect on the list.
-- The level they're selected is shown. (These won't immediately show up when loading old builds, only once feats change.)
-- Specialization points invested in them are also shown.
-- Hovering over them shows full feat info just like on feats tab.

- The food buff selector is now more general purpose.
-- Maybe I should change the equipment menus into similar general purpose bonus selectors?

- Skills now show both outgoing and incoming synergies.
-- The game shows only outgoing, so I might change this back if people don't like it?

- Removed the hint about wasted synergy points.
-- The same information (and more) is in the normal tooltips of skill numbers.

- Different feat types (normal, trainable, veteran) are now more distinct in feats tab (just a different border color)

- Some conditional feats like Gunslinger and Juggernaut now show their effect on derived stats.

- Probably something else, it's been a while since I worked on this.
Title: Re: underrail.info.tm
Post by: destroyor on December 08, 2017, 07:50:10 pm
A feature request:
I'm wondering if you can add a feature allowing you to reorder the feats without de-selecting them? This way I can show progression without have to de-seletct feat and hunt for them again.

A suggestion:
Since the expansion is still in development perhaps the Specialization screen can default to minimize for now?
Title: Re: underrail.info.tm
Post by: epeli on December 08, 2017, 09:33:32 pm
Okay, I added a simple drag & drop control for moving the chosen feats around. No fancy animations, but it should work. I'm facepalming at the fact I didn't save the feats in order earlier, I thought I had done it ages ago.

I left the specialization screen enabled early to hopefully catch any potential low resolution or other issues in advance through feedback. I have absolutely no user-spying analytics going on, I'm doing things the old-fashioned and hard way! Also, switching between 3-4 screens when enabling/disabling expedition mode was annoying, so I opted to leave it always visible. It should automatically start minimized if there isn't enough horizontal space for it.
Title: Re: underrail.info.tm
Post by: hilf on December 09, 2017, 11:53:09 am
Currently i can raise my lvl and skills to high values and pick high lvl feat as my first. It would be cool if your tool could prevent that since it's possible to calculate player lvl and max possible skill values from number of selected feats.
Title: Re: underrail.info.tm
Post by: epeli on December 09, 2017, 02:49:06 pm
I know. If I don't let the user to pick any feat their current build qualifies for, there's going to be confusion one way or another. Or clunky warnings like "hey you cant have this yet, grab some noob feats first". I don't want to make the character builder too nazi, the idea is to match the game behavior just enough to stay convenient and fast to use.

Back when I started the build tool, it had a strict mode that behaved exactly like the game (must spend all points before advancing to next level, can't level down), but I got rid of it because it was cumbersome. Still, building characters level by level is the easiest way to ensure the build obeys indirect rules arising from the leveling system, but I don't want to enforce that. Should I add an option for strict mode? Would anyone even use it?
Title: Re: underrail.info.tm
Post by: Hazard on December 15, 2017, 08:25:21 am
For what it's worth, the build tool's fourth tab fits in just fine on my 1920x1080 monitor.

Also... perhaps you could sneak some Expedition feats in there? I'm sure Styg won't notice. ;D
Title: Re: underrail.info.tm
Post by: hilf on December 15, 2017, 04:28:19 pm
I know. If I don't let the user to pick any feat their current build qualifies for, there's going to be confusion one way or another. Or clunky warnings like "hey you cant have this yet, grab some noob feats first". I don't want to make the character builder too nazi, the idea is to match the game behavior just enough to stay convenient and fast to use.

Back when I started the build tool, it had a strict mode that behaved exactly like the game (must spend all points before advancing to next level, can't level down), but I got rid of it because it was cumbersome. Still, building characters level by level is the easiest way to ensure the build obeys indirect rules arising from the leveling system, but I don't want to enforce that. Should I add an option for strict mode? Would anyone even use it?

I'd be grateful for such clunky warning as an option.
Option that forces leveling level by level is not needed because it is easy enough to raise level only when "Remaining points/feats" are all 0.

Your tool now shows char levels next to selected feats. It makes sense to select your feats in same order as you would in game but that's pretty cumbersome to do without leveling level by level and leveling level by level is slow.
Title: Re: underrail.info.tm
Post by: epeli on December 16, 2017, 02:54:38 pm
Unfortunately, the only way to be sure feats are not selected too early is to do character planning level by level. :(

Feats with skill or level requirements I can handle (these now have strike-through effect on the chosen feat list if taken too early), but there's no way to correlate base ability requirements with level. Same with special cases like tranquility/psychosis.

edit: Also improved the awful feat drag & drop behavior.
Title: Re: underrail.info.tm
Post by: Auxarius on December 18, 2017, 10:20:27 am
Sooo after this update with specializations the tool stopped working for me.. Dunno what caused the issue - there are question marks next to everything i can't modify stats, can't pick any feats, modify level or anything.. It seems to be unresponsive to any of my actions - it worked fine before..

EDIT : All good now - had to clear cookies - it was Chrome issue of some sort.
Title: Re: underrail.info.tm
Post by: epeli on December 18, 2017, 02:37:56 pm
I don't use cookies, but clearing your history helped. If it ever happens again you can just try refreshing the page. (Shortly after an update, browsers could be still caching old parts of it, which will usually break things)
Title: Re: underrail.info.tm
Post by: bati on January 09, 2018, 06:08:13 am
What's going on with Force User? Wiki also lists apparently old info and I can't find anything about the patchnotes either. Here's how it is ingame in 1.0.3.20 - https://i.imgur.com/XktBnNK.png
Title: Re: underrail.info.tm
Post by: epeli on January 09, 2018, 07:52:12 am
What's going on with Force User? Wiki also lists apparently old info and I can't find anything about the patchnotes either. Here's how it is ingame in 1.0.3.20 - https://i.imgur.com/XktBnNK.png

Looks like Styg implemented that suggestion and forgot to tell anyone. :P Good catch.
Title: Re: underrail.info.tm
Post by: Twiglard on January 29, 2018, 05:01:49 am
I'd totally love seeing feat requirements in tooltips!

Title: Re: underrail.info.tm
Post by: epeli on January 29, 2018, 09:02:23 pm
I'd totally love seeing feat requirements in tooltips!

But... they're already in the tooltips? Right below the feat description. Hover over any feat and you should see them.
Title: Re: underrail.info.tm
Post by: hilf on September 23, 2018, 07:19:20 am
I've tried mutagen helper. Pretty good tool. Is there an option to unlock reagents after Dude gives up as says he couldn't solve it?
Right now to correct one typo i'm inserting all mutagens again. Rather inconvenient.


I found a puzzle instance Dude can't solve but is solvable. Not a bug but perhaps it can be useful. It's in that steam thread:
https://steamcommunity.com/app/250520/discussions/0/412447613575212496/

except this Io 3 should be used:
Io 3 = UA JO DP W2 DB DR -GU -GL -L2 -CX

Winning sequence is Echo-1, Ovid-1, Solis-1, Helicon-3, Io-3
Title: Re: underrail.info.tm
Post by: epeli on September 23, 2018, 10:07:35 am
Is there an option to unlock reagents after Dude gives up as says he couldn't solve it?
Right now to correct one typo i'm inserting all mutagens again. Rather inconvenient.

Good point. Done. Ctrl+F5 to bypass cache and get the changes immediately. Let me known if I broke something.

For what it's worth, I didn't think of that because I almost always input the mutagens through the URL, like this.
http://underrail.info.tm/mutagens/?json=
followed by mutagens in this format:
{
   "Exitus-1": "UA DP ZC KK RJ MX VH JO W2 DB DR",
   "Echo-1": "W2 UA GU",
   "Echo-2": "NR CX SJ EX DP -VH -W2 -UA",
   "Echo-3": "EZ GL KK DB -UM -DR",
   "Echo-4": "CO UM -L2",
   "Helicon-1": "W2 NR DB -CO",
   "Helicon-2": "EZ ZC L2 -GU -NR -CX -MX",
   "Helicon-3": "MX L2 RJ -CO -W2 -GU",
   "Io-1": "GU CX EZ UA -GL -KK",
   "Io-2": "NR UM W2 DR -CX",
   "Io-3": "UA JO DP W2 DB DR -GU -GL -L2 -CX",
   "Ovid-1": "CX DP ZC W2 KK -UM -SJ",
   "Ovid-2": "L2 GU KK DB RJ -MX -UM",
   "Ovid-3": "L2 DP CX GL NR W2 -GU",
   "Solis-1": "CO ZC KK RJ MX VH -JO -UM",
   "Solis-2": "EZ KK L2 -CO -RJ"
}


So you get a monstrosity like this: http://underrail.info.tm/mutagens/?json={%22Exitus-1%22:%20%22UA%20DP%20ZC%20KK%20RJ%20MX%20VH%20JO%20W2%20DB%20DR%22,%22Echo-1%22:%20%22W2%20UA%20GU%22,%22Echo-2%22:%20%22NR%20CX%20SJ%20EX%20DP%20-VH%20-W2%20-UA%22,%22Echo-3%22:%20%22EZ%20GL%20KK%20DB%20-UM%20-DR%22,%22Echo-4%22:%20%22CO%20UM%20-L2%22,%22Helicon-1%22:%20%22W2%20NR%20DB%20-CO%22,%22Helicon-2%22:%20%22EZ%20ZC%20L2%20-GU%20-NR%20-CX%20-MX%22,%22Helicon-3%22:%20%22MX%20L2%20RJ%20-CO%20-W2%20-GU%22,%22Io-1%22:%20%22GU%20CX%20EZ%20UA%20-GL%20-KK%22,%22Io-2%22:%20%22NR%20UM%20W2%20DR%20-CX%22,%22Io-3%22:%20%22UA%20JO%20DP%20W2%20DB%20DR%20-GU%20-GL%20-L2%20-CX%22,%22Ovid-1%22:%20%22CX%20DP%20ZC%20W2%20KK%20-UM%20-SJ%22,%22Ovid-2%22:%20%22L2%20GU%20KK%20DB%20RJ%20-MX%20-UM%22,%22Ovid-3%22:%20%22L2%20DP%20CX%20GL%20NR%20W2%20-GU%22,%22Solis-1%22:%20%22CO%20ZC%20KK%20RJ%20MX%20VH%20-JO%20-UM%22,%22Solis-2%22:%20%22EZ%20KK%20L2%20-CO%20-RJ%22}

I found a puzzle instance Dude can't solve but is solvable. Not a bug but perhaps it can be useful. It's in that steam thread:
https://steamcommunity.com/app/250520/discussions/0/412447613575212496/

except this Io 3 should be used:
Io 3 = UA JO DP W2 DB DR -GU -GL -L2 -CX

Winning sequence is Echo-1, Ovid-1, Solis-1, Helicon-3, Io-3

Yeah, that happens occasionally. Dude is not a complete search and its also not even deterministic. It handles most invalid solvable puzzles, but not all of them. That particular puzzle has unknownable typos in the atoms, so I'm not worried about it. I've yet to find a valid puzzle Dude couldn't solve, but it could have a small failure rate. Maybe in the 0.1% order of magnitude.
Title: Re: underrail.info.tm
Post by: epeli on September 24, 2018, 08:58:53 am
I found a puzzle instance Dude can't solve but is solvable. Not a bug but perhaps it can be useful.

This kept bothering me, so I just spent an hour looking into it. The puzzle looks like it should be easy to solve. If it's easy for me, Dude also should know better.

Indeed, there was a bug in the solver. An optimization I made a month ago caused its heuristic to score sequences wrongly in certain rare cases. 4 puzzles out of ~50 entered last month were wrongly flagged as unsolvable. Oops. :-[
Title: Re: underrail.info.tm
Post by: Wagner on November 22, 2018, 04:17:56 am
Is anyone knows why this site is down and when it will work again?
I can not check "Pure PSI build" link  :'(
http://underrail.info.tm/?build=AwGloJgVhBmOQEZQDYGJm8YdUU2GKeFAFhFPO1NEWR1nmVsIpkVZZlpggE448WGlIQK8UmigB2ECnwoSmABwhp+ZbWDAgA (http://underrail.info.tm/?build=AwGloJgVhBmOQEZQDYGJm8YdUU2GKeFAFhFPO1NEWR1nmVsIpkVZZlpggE448WGlIQK8UmigB2ECnwoSmABwhp+ZbWDAgA)
Title: Re: underrail.info.tm
Post by: epeli on November 22, 2018, 04:10:04 pm
Is anyone knows why this site is down and when it will work again?

Hey, thanks for letting me know. It seems my DNS provider has frozen my account for unknown reasons. Contacted them just now, we'll see how this goes. I expect the site to be back up as soon as I get a reply, I can't imagine there being any major issues here.

edit: Got a reply. Apparently my account was incorrectly flagged for possible misuse. It's been restored and whitelisted so that this should not happen again. It may take a while before underrail.info.tm is back in working order, as DNS caches need to expire first.
Title: Re: underrail.info.tm
Post by: Wagner on November 22, 2018, 05:31:29 pm
It is working now!  :D
Thx a lot epeli.
Title: Re: underrail.info.tm
Post by: Shady_Individual on January 17, 2019, 04:10:59 pm
Uhh... any idea what happened to the website?

Seems pretty dead to me.
Title: Re: underrail.info.tm
Post by: epeli on January 18, 2019, 11:35:58 am
I've been neglecting to update this thread during Expedition testing. There haven't been many general/base game changes, but there's one addition worth mentioning: you can now export your saved builds to a file and import them from such file. It's at the bottom of the build load/save dialog. Useful if you want to transfer/marge build codes from one browser to another, or clear your browser storage without losing builds, or just for having a backup in a normal file you can manage.

Uhh... any idea what happened to the website?

No idea, but it's up now. Didn't have time to investigate yesterday and didn't receive any mails from host warning about extended downtime, so I figured it was an unexpected temporary issue on their end.
Title: Re: underrail.info.tm
Post by: Smecsy on January 29, 2019, 11:48:24 pm
Hi epeli,

Thanks for making such a useful tool. I've been trying to access it the past few days but I always encounter an error page saying "underrail.info.tm took too long to respond".

Just wanted to let you know in case you weren't aware.
Title: Re: underrail.info.tm
Post by: epeli on January 30, 2019, 12:35:18 am
First, thanks for taking the time to register here to report these issues.

I'm aware my webhost hasn't been stable this month. They are having some wide-reaching issues, lots of sites down/slow. But they aren't being transparent about it so I'm in the dark. My site is still getting some daily traffic, although less than usual, so it must be working intermittently and/or in some regions of the world. I'll look into new hosting if this continues for too long, but right now I don't have time.


edit: a small update - finally they've at least put up a maintenance notice even if not answering support tickets. Seems like they're scrambling to do something in such a hurry, they can barely write. I think the notice speaks for itself.
Quote
hosting maintenance is underday for the next 12 hours on some servers, if your site is offline please do not make a support ticket, the cause of the outage is the mainteance we are performing on some storage nodes. We appreciate your paitence and understanding while this emergency maintenance is completed.
Title: Re: underrail.info.tm
Post by: Smecsy on January 31, 2019, 07:58:10 pm
You're welcome! By the way, your tool is working now. :D
Title: Re: underrail.info.tm
Post by: `louse` on February 06, 2019, 07:44:51 pm
Hi there,

I would like to know when the wiki will be updated? (new feats, specializations etc.) After or during testing DLC?
Title: Re: underrail.info.tm
Post by: epeli on February 06, 2019, 08:12:06 pm
Hi there,

I would like to know when the wiki will be updated? (new feats, specializations etc.) After or during testing DLC?

After the DLC is released. I likely won't have time to update all of it, at least not in in one go. But I'll try to at least get feats/specs, most item pages done and leave a ton of redlinks in all navboxes for other editors.

Others will have to step up to the gargantuan task of wikifying everything in Expedition. The base game's wiki was slowly grown over years of alpha to its current (rather sparse) state. There is no way I can handle an entire expansion mostly on my own. Very roughly speaking Expedition is about 50% of the base game's size and some things getting are more dynamic, so more work is needed to discover and document all the quest interactions and such. So, as always, let me or Styg know if you want a wiki account. There's going to be a lot of work when Expedition is released.

However, I can promise http://underrail.info.tm/build/ will be up to date as soon as the DLC is out.


edit on 2019 April 3rd: Moving to a (hopefully) more reliable host, underrail.info.tm will be down for some time.

edit on 2019 June 30th: Just a small update: The weapon damage tooltip for melee skill now includes bonus damage from strength, depending on weapon selected in hand slot.
Title: Re: underrail.info.tm
Post by: epeli on July 15, 2019, 11:10:26 pm
(https://i.imgur.com/DZVOs2R.png)
This little checkbox at http://underrail.info.tm/build/ is now visible to everyone!
Hit Ctrl+F5 to force a refresh if you aren't seeing it next to the save/load and level options.

Old builds and base game builds without any DLCs will continue to be supported as always - Selected DLCs are saved in build links and DLC content is easily toggleable at any time.

I had to make one little compromise with Styg to bring this out earlier - certain plot-related special feats are unavailable for now. Otherwise the full breadth of Expedition content is there.
Title: Re: underrail.info.tm
Post by: YM2612 on July 19, 2019, 06:31:27 pm
(https://i.imgur.com/DZVOs2R.png)

Thanks a lot!

I finally can start planning on my spear and shotgun builds.
Title: Re: underrail.info.tm
Post by: Pentapus on October 02, 2019, 10:55:07 am
The feat yell removes enemies from stealth by now. I added it in the wiki although I can't find this change in any patch notes, maybe someone knows the version when this was introduced. You also may want to add that in your calculator epeli.
Title: Re: underrail.info.tm
Post by: epeli on October 02, 2019, 01:08:20 pm
The feat yell removes enemies from stealth by now. I added it in the wiki although I can't find this change in any patch notes, maybe someone knows the version when this was introduced. You also may want to add that in your calculator epeli.

Thanks for the heads-up. It has always(?) removed enemies from stealth. Looks like Styg has, at some point, finally updated the knowledge text to reflect that.
Title: Re: underrail.info.tm
Post by: chimaera on October 02, 2019, 02:19:20 pm
No idea how to edit the wiki, so I'm posting this here, maybe someone else could correct it (and also double check). I can choose the burglar feat with 6 dex, but on the wiki & character builder it requires 7 dex.
Title: Re: underrail.info.tm
Post by: epeli on October 05, 2019, 04:27:16 pm
No idea how to edit the wiki,
There's a login/signup button at the top right. https://www.underrail.com/wiki/index.php?title=Special:UserLogin&type=signup

so I'm posting this here, maybe someone else could correct it (and also double check). I can choose the burglar feat with 6 dex, but on the wiki & character builder it requires 7 dex.
Updated /build/ and wiki. Couldn't find any mention of this change in public patchnotes, so I guess it happened at some point during Expedition testing and landed to public versions at Expedition's release.
Title: Re: underrail.info.tm
Post by: destroyor on May 23, 2020, 04:38:02 am
Outer Visions need minimum 6 WIL
Title: Re: underrail.info.tm
Post by: epeli on May 23, 2020, 05:22:31 am
The feat itself doesn't have any hard requirements, only the dialog leading to it has soft requirements. Same as philosofeats. I'm not adding that to the builder since there are ways to bypass the effective stat requirements. (Hypercerebrix, Tchortist Noble Robe)

Besides, the requirement is not 6 Will. It's Psi Empathy and 6 Will. I'll note your discovery on the wiki, though.
Title: Re: underrail.info.tm
Post by: Qiox on May 27, 2020, 11:13:36 pm
After all this time using this great build tool I just noticed that it allows you to setup a level capped character in a way that is impossible in game.

You can set your attributes in a way that forces an impossible level 1 situation.  For example, having 18 in one stat from 10 + 6 levels ups + 2 vet feat, and second skill at 11 or higher.   The tool allows this but it is not possible in game since there's no way to get that second attribute to 11.

You could fix this by having an internal variable that keeps track of unspent AttributesFromLevelUps.

Any time an attribute is raised above 10 in the tool, decrease that counter and if it is zero, don't allow them to increase the attribute.
Title: Re: underrail.info
Post by: epeli on June 17, 2020, 10:53:24 am
Underrail info has moved to https://underrail.info (no more .tm)

Sadly I can't redirect old links to the new domain. Owner of the info.tm domain decided to suddenly get rid of it after 16 years of faithful service, with over 31000 websites hosted under it. RIP. :(

Update 2020-06-28: Old links should now redirect to the new domain.
Title: Re: underrail.info
Post by: TheAverageGortsby on June 17, 2020, 12:06:09 pm
I don't know if you can know this, so apologies if it's something beyond your control.

Will old build links work at the new address if the .tm is cropped from the URL?  Or should we assume that all old build links are now unreliable?

Sorry to hear about the hosting trouble =(

edit: looks like they work, anyway.  8/8 checked so far are unchanged at the new URL
Title: Re: underrail.info
Post by: epeli on June 17, 2020, 12:10:27 pm
Will old build links work at the new address if the .tm is cropped from the URL?

Yes.
Title: Re: underrail.info
Post by: epeli on June 17, 2020, 12:24:20 pm
If you had builds saved at the old site and would like to recover them:

1. Navigate to the old site through this link: http://underrail.info.tm/oldbuilds
2. This will prompt you to save a json file named "old info.tm builds". Save it.
3. Import the file through the save/load dialog at https://underrail.info/build/ (You should be redirected right there.)

Sorry for the inconvenience. The silly infotm domain changing owners came totally unexpected.
Title: Re: underrail.info
Post by: boi on June 26, 2020, 01:29:50 am
Thank you. I almost had a heart attack when I continued my old save and saw the site was gone.
Title: Re: underrail.info
Post by: Stavrophore on July 22, 2020, 12:12:51 am
Shame the char builder doesn't work with smartphones.
Title: Re: underrail.info
Post by: epeli on July 22, 2020, 08:49:39 am
Shame the char builder doesn't work with smartphones.

What sort of trouble are you having with it?

It's super janky with touch controls, but it should work on any device with a modern browser.
It should look like about this in mobile portrait mode, with only one tab visible at a time. The number of tabs open auto-adjusts depending on screen size.
Tap near bottom of the footer to bring up tab menu. I probably should change that a normal mobile hamburger menu button someday.

(https://i.imgur.com/zT4FJiW.png)
Title: Re: underrail.info
Post by: Bruno on July 22, 2020, 09:06:30 am
The 3 bottom tabs for changing screens are obscured by the phones own action bar on my phone. Almost impossible to click them.
Title: Re: underrail.info
Post by: epeli on July 23, 2020, 01:12:32 pm
The 3 bottom tabs for changing screens are obscured by the phones own action bar on my phone. Almost impossible to click them.

They should've popped up when you tap the footer, but yeah, that was far from good UX. I quickly moved them up to the header when I updated to 1.1.2.1. Will probably put them in a hamburger menu later to give more space to the filter textbox. Or just make the header two rows tall.

(https://i.imgur.com/VAix39u.png)
Title: Re: underrail.info
Post by: destroyor on August 06, 2020, 09:54:19 pm
Hypno Goggles is no longer an option under extras -> head?
Title: Re: underrail.info
Post by: epeli on August 07, 2020, 11:37:36 am
Hypno Goggles is no longer an option under extras -> head?

I had hastily put it there before realizing it has dynamic stats. Hypno Goggles and AI Scrambler are weird new type of item.
Title: Re: underrail.info
Post by: destroyor on August 13, 2020, 03:31:42 am
Based on observation, Hypno Goggles appears to have a persuasion range from 30 ~ 10. I think it would be safe to add it in as an option with a popup/something explaining it's a dynamic item with an expected range of 30 ~ 10.
Title: Re: underrail.info
Post by: epeli on August 14, 2020, 02:53:58 pm
Sorry, adding dynamic items is a rabbit hole I'm not willing to jump into. I'd want to add everything and I don't have time for that.
Title: Re: underrail.info
Post by: Black Angel on August 16, 2020, 09:15:19 am
For some reason, the old info aren't saved to my laptop as json. Pls help
Title: Re: underrail.info
Post by: Stavrophore on August 16, 2020, 02:35:10 pm
Packer sadly doesn't work, i get "failed to load savegame" when i pack the file. Even if i don't change anything in the file during unpacking/packing the game gets broken, like taser having no energy bar, innevrated all spells etc. This unpacked needs an update for sure.
Title: Re: underrail.info
Post by: epeli on August 16, 2020, 03:50:24 pm
For some reason, the old info aren't saved to my laptop as json. Pls help

What do you mean? Saving old builds from info.tm?

Packer sadly doesn't work, i get "failed to load savegame" when i pack the file. Even if i don't change anything in the file during unpacking/packing the game gets broken, like taser having no energy bar, innevrated all spells etc. This unpacked needs an update for sure.

It should work the same as ever. Errors like that happen when the version header is wrong. Please make sure you repack your files back to correct version. When you unpack a file, its version is added to the dropdown menu. You have to select that before packing it back.
Title: Re: underrail.info
Post by: Stavrophore on August 16, 2020, 05:20:33 pm
Right, thats why it hadnt worked. Still i'm copying some parts from one save file to another and then it says it can't load a file. Are these save games so picky about changes? I guess there's some validation going on, and you can't just paste parts of code to another save.
Title: Re: underrail.info
Post by: epeli on August 16, 2020, 05:36:08 pm
Right, thats why it hadnt worked. Still i'm copying some parts from one save file to another and then it says it can't load a file. Are these save games so picky about changes? I guess there's some validation going on, and you can't just paste parts of code to another save.

Naturally, you have to get the syntax 100% correct or it won't work. Here's the spec of the binary serialization format:
https://docs.microsoft.com/en-us/openspecs/windows_protocols/ms-nrbf/
Title: Re: underrail.info
Post by: Stavrophore on August 16, 2020, 05:39:37 pm
Fuck i'm done. Why does single player game has such frigging obstacles to edit a stupid savegame. Ive already finished few domination runs, i just wanted to add some item to inventory to check a build in a specific scenario, im not going to replay the whole frigging game just to test one item on the same build...

Edit: Ive even copied every character, down to every null and it still doesn't work. Doesnt matter if its simple name change or not, the game will fail to load, whether a repacked one will load fine, so any edit seems to broke the save. It's probably because there's a stupid token generated for each document that encrypt this garbage, and there's no way to circumvent this.
Title: Re: underrail.info
Post by: epeli on August 16, 2020, 07:10:50 pm
Doesnt matter if its simple name change or not, the game will fail to load, whether a repacked one will load fine, so any edit seems to broke the save. It's probably because there's a stupid token generated for each document that encrypt this garbage, and there's no way to circumvent this.

There isn't any security of that kind in Underrail files. People frequently edit them.

I agree with the sentiment that fiddling with .NET binaries is awful for quickly testing something out. I've long believed Underrail would do better if Styg allowed the general public an easier way to do that stuff. Maybe one day. Save editing errors, my crappy unpacker, cheat engine bugs, convoluted item duping methods... it's all a waste of time.
Title: Re: underrail.info
Post by: Stavrophore on August 17, 2020, 03:51:16 pm
So what would you do to add chemhaze grenade to player character inventory? I can provide you with a save, if you are willing to help. I've tried adding same code from other save where player character has chemhaze grenades in inventory and it doesnt work. I've even dropped all items in inventory, left only with chemhaze, then did the same for the target save[beside one grenade as reference] and it doesnt work.
Im using notepad++ to open files and save them.
Title: Re: underrail.info
Post by: destroyor on August 18, 2020, 01:54:46 am
@Stavrophore - you could just follow the instructions here:
https://steamcommunity.com/sharedfiles/filedetails/?id=843557165
Duplication and item transfers section and "deliver" chemhaze grenade to your char.
Title: Re: underrail.info
Post by: Black Angel on September 05, 2020, 11:26:23 am
For some reason, the old info aren't saved to my laptop as json. Pls help

What do you mean? Saving old builds from info.tm?
Yes. I tried saving the old builds from info.tm from my laptop which is where I made a lot of builds in the old info.tm. Unless it got sweeped away after some cache cleaning? But I haven't done one of those for a long while now.
Title: Re: underrail.info
Post by: epeli on September 05, 2020, 11:57:11 am
For some reason, the old info aren't saved to my laptop as json. Pls help

What do you mean? Saving old builds from info.tm?
Yes. I tried saving the old builds from info.tm from my laptop which is where I made a lot of builds in the old info.tm. Unless it got sweeped away after some cache cleaning? But I haven't done one of those for a long while now.

What happens when you go to http://underrail.info.tm/oldbuilds (http://underrail.info.tm/oldbuilds)? It should immediately prompt you to save a file. If the file is empty instead of containing a list of your build names and their codes, there was nothing in your browser's local storage for underrail.info.tm and I'm afraid they're gone for good.
Title: Re: underrail.info
Post by: Black Angel on September 06, 2020, 01:10:22 pm
What happens when you go to http://underrail.info.tm/oldbuilds (http://underrail.info.tm/oldbuilds)? It should immediately prompt you to save a file. If the file is empty instead of containing a list of your build names and their codes, there was nothing in your browser's local storage for underrail.info.tm and I'm afraid they're gone for good.
Clicking the link does save a file, but it isn't a .json file. I tried opening it with Notepad just now and there's nothing there. I remembered posting some links over at RPGCodex, would that redeem it somehow? Or am I fked for good?
Title: Re: underrail.info
Post by: epeli on September 26, 2020, 05:26:33 pm
I tried opening it with Notepad just now and there's nothing there. I remembered posting some links over at RPGCodex, would that redeem it somehow? Or am I fked for good?

Sorry for the late reply, I didn't get an email alert of your post for some reason.

I'm afraid if the file was empty, that most likely means your browser's local storage for the info.tm domain was empty - that's where the builds would be stored. They aren't sent over the internet like cookies nor stored on servers, they're only in your browser. Excluding any builds that you've posted links to, of course.

However, there's one glimmer of hope. If you used https:// instead of http:// on the old domain (very few users did), those builds can't be restored automatically because the new info.tm owner doesn't offer https service. To check for them manually, navigate to https://underrail.info.tm/ (it will time out after a while), then open your browser dev tools (F12 key), go to the Storage (Firefox) or Application (Chrome and clones) tab and look for Local Storage. That's where a list of your build names and codes would be.
Title: Re: underrail.info
Post by: epeli on October 20, 2020, 04:50:00 am
Small update: added missing version 1.1.2.0 feat (Forceful Innervation (https://www.stygiansoftware.com/wiki/index.php?title=Forceful_Innervation)) to character builder.