Difference between revisions of "User:Player1"

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(Created page with "I'm currently focusing on making loot management easier. Thus, I'm writing down for each trader what kind of items they want to buy and how much cash they have after resupply...")
 
 
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==Trader pages==
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I'm currently focusing on making loot management easier.
 
I'm currently focusing on making loot management easier.
  
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Currently, I'm just adding plain text info in the trader inventory section. Contact me if you have proposal how to modify trader template to make this info better formatted.
 
Currently, I'm just adding plain text info in the trader inventory section. Contact me if you have proposal how to modify trader template to make this info better formatted.
  
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Update:
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I pretty much finished adding all info I wanted to the trader information pages. What they buy, what blueprints they sell and how much cash they have. From this point, only small updates, when needed, will be done.
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==Notes==
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Fun little exploit that can help in mapping trader info:
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If enough time has passed for the merchant to refresh their inventory, save the game before talking to the merchant. Then barter, check what they want to buy, then reload and barter again. This will reroll what trader wants to buy, making mapping this info for the wiki easier. Just do this around 5-10 times and you'll find all types of items that specific trader is looking for.
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Additional exploit:
  
Fun little exploit that can help in mapping this info:
+
When merchants would refresh their inventory, there are two possible random results for what items will be generated. One result will always happen if you just load the save, that has player in front of the merchant, immediately after starting up the game. And another result will always happen if you load the same save while already currently in the game.
  
If enough time has passed for the merchant to refresh the inventory, save the game before talking to the merchant. Then barter, check what they want to buy, then reload and barter again. This will reroll what trader wants to buy, making mapping this info for the wiki easier. Just do this around 5-10 times and you'll find all types of items that specific trader is looking for.
+
This is useful way to test a what of the inventory that the merchants sell is random and what is static (like some blueprints). Still, since there are only two possible results for one save point in time, there is no easy way to map all possible things that merchants would sell, without prolonged playing.

Latest revision as of 03:54, 27 March 2016

Trader pages

I'm currently focusing on making loot management easier.

Thus, I'm writing down for each trader what kind of items they want to buy and how much cash they have after resupplying their inventory.

Currently, I'm just adding plain text info in the trader inventory section. Contact me if you have proposal how to modify trader template to make this info better formatted.

Update: I pretty much finished adding all info I wanted to the trader information pages. What they buy, what blueprints they sell and how much cash they have. From this point, only small updates, when needed, will be done.

Notes

Fun little exploit that can help in mapping trader info:

If enough time has passed for the merchant to refresh their inventory, save the game before talking to the merchant. Then barter, check what they want to buy, then reload and barter again. This will reroll what trader wants to buy, making mapping this info for the wiki easier. Just do this around 5-10 times and you'll find all types of items that specific trader is looking for.

Additional exploit:

When merchants would refresh their inventory, there are two possible random results for what items will be generated. One result will always happen if you just load the save, that has player in front of the merchant, immediately after starting up the game. And another result will always happen if you load the same save while already currently in the game.

This is useful way to test a what of the inventory that the merchants sell is random and what is static (like some blueprints). Still, since there are only two possible results for one save point in time, there is no easy way to map all possible things that merchants would sell, without prolonged playing.