Recent Posts

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91
Bugs / Re: Rocket launchers can use improper special attacks
« Last post by Styg on December 23, 2025, 11:27:42 am »
Fixed for 1.3.0.16
92
Bugs / Re: The Stunner has no projectile animation
« Last post by Styg on December 23, 2025, 11:23:40 am »
Fixed for 1.3.0.16.
93
Bugs / Rocket launchers can use improper special attacks
« Last post by rararaven on December 23, 2025, 11:03:36 am »
Rocket launchers can use aimed shot, point shot and rapid fire and the latter two also crash the game
94
Bugs / Re: Pseudo Spactial projection visual bug
« Last post by Styg on December 23, 2025, 11:00:13 am »
Fixed for 1.3.0.16.
95
Suggestions / Unique sprites for non-unique weapons
« Last post by Alt on December 23, 2025, 10:58:49 am »
Title. Is it possible now?
96
Bugs / Re: SPG-7 missing airburst
« Last post by PhrygianDominant on December 23, 2025, 10:35:21 am »
Fixed.
97
Bugs / Re: Sound is (possibly) bugged/inconsistent.
« Last post by Vagabond on December 23, 2025, 08:54:48 am »
Silent* Isle and psi bugs in particular were always weird with reaction to noise and the latter always only react to it only if you're in turn-based mode (not necessary in combat), they immediately lose interest if you go back to real time

Yes, Silent Isle, thanks for the correction and for the clarification. Seems I never noticed throughout all this time, I used to just Stealth my way past. Guess it's just Rathounds in this place in particular that needs a slightly different approach.

For the future if anyone stumbles to a similar issue, I tackled this by bear trapping the Psi-bug route as far as possible, just enough to win time to kill the Rathounds. Then it was the usual combo of beartraps+caltrops for the PER bridge and a Molly to catch the rathounds (if you are too far away for them to start combat). With the info now learned, I'd save a flashbang or nade to catch the Psi-bugs attention in turn-based and just Stealth, otherwise it's a vertical hill battle against several Goliaths.
98
General / Re: Underrail on Linux guide
« Last post by Alt on December 23, 2025, 08:24:59 am »
I use proton 9.0 beta via Lutris and haven't had any problems so far. 20ish hours in, newest patch.
A chosen one
99
Other Games / -
« Last post by JessenuS on December 23, 2025, 08:03:40 am »
This is a simple game.  You will just post a word that starts with the last letter of the word the person posted above you.


Sense I am the first one I shall just say a random word.

Soft
100
Localization / PT-BR Translation
« Last post by PerfectStorm on December 23, 2025, 05:18:39 am »
Olá,

Staking my claim here to start work on a PT-BR localization as soon as possible. Not sure if many people want it, I know a couple of people in the Steam forums asked for it, but I like the game and I think it deserves a spot in the Brazilian sun nonetheless. If anyone who reads this would like to collaborate, please message me, I'm a professional translator and I'd be able to attempt to manage a little team to tackle this.

I'll use this topic to track progress. Soon as I can, I'll parse what's been made available to try and organize work sections etc.

@Styg
1. Do you have a number for how much text the game has (in words) at this point? A rough one is fine, just for estimate purposes.
2. Is it possible to access any sort of devtools ingame right now? I don't imagine it would be strictly necessary for the initial stages of localization, but it would be handy for doing spot checking and bugfixing after inserting ingame.
3. Does the game font support the following special characters and diacritics? ç; ã; õ, á, à, é, í, ó, ú, … (alt+0133),   (alt+0160, non breaking space), ª, º, °, “ (alt+147), ” (alt+148), × (alt+215)
4. How does the game text account for changes in player gender? Are there programatic variables for pronouns and such? Portuguese is a very heavily gendered language, so it's likely the localization would need to be able to insert new variables.

Thanks in advance.
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