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Actually, I do want to expand that a bit further: it would be kind of neat if it, to some extent, was based on your level. It's established that delvers who are more experienced and more used to the Abyss have developed at least some tolerance. (Of course not 100%, but they retain more control and handle it better in general, able to ascend further and faster before the effects are too strong and they have to pause.) I don't know to what extent such a thing can be adjusted, but if sensitivity could decrease per level it might actually be a sensible mechanic that would make it more fun to deal with since it would be a thing you'd get better at as you improve.
Maybe they can have it in the skill trees. Every whistle level you go up, you can unlock a skill that allows you to resist (or tough through) the effects of the curse. Honestly though, this could've been better implemented if the game was more in depth. But right now, the best you could do is adjust some values but it certainly will be a disappointing experience.
SPOILER ALERT Made in Abyss: movie 3
if we talk about changing the mechanics (not about just increasing the lifting limit), the anime says that it is impossible to avoid the curse. So I think a resist skill isnt canon. But adding an expensive consumable purchased at deep layers, like the one Bondrewd used in movie 3, would be an interesting solution.
I was looking at save files (the game saves, not the System.sav file). They aren't encrypted or compressed in any way, so if there is a will for someone to make a save editor it's possible to jump right in and work out what does what.
Values are stored as little endian, it seems.
Example... Editing the bytes to give me lots of money.
https://steamcommunity.com/sharedfiles/filedetails/?id=2858613088
I've not looked into the more fun stuff like what stores active party members etc. I just wanted to try something super basic with an easily known value to see if the saves were in any way encrypted/compressed. And, well... Yeah, they're not.
Just throwing that out there in case it's of interest to anyone.
edit: it also actually says what the structure of the save file is within the save file itself. And in a human-ish readable way. Very handy! :D
edit 2: one of the boolean flags clearly labelled in the save file is bIsHelloMode. Wonder if this can be used / is what is used to spawn in Reg into the game and whether it works in Deep mode? OR, better yet, could this also disable things like infinite monster spawning? Or it could literally just be page to put the save on.
Resist isn't necessarily non-canon either. There is a world of difference between "the curse can't be avoided" and "experienced delvers grow more used to its effects and better able to handle them over reasonably short distances." The biggest point of the "the curse can't be avoided" thing though is to point out that, generally speaking, no normal means can bypass the major effects such as death. The suggestion is only that more experienced adventurers can ascend just a little bit more and a little bit faster before the effects are too extreme for them to handle. At the scale of literally thousands of meters, some 20 or 30 doesn't make a whole lot of difference. Crossing layers still means exceeding that.
For maximum clarity here, I'm not saying "it has no effect at those distances." Only that their bodies are better able to handle what they're used to. Much like how people become used to a lot of things that cause effects like nausea/etc in real life through sufficient time and exposure. Conceptually the effect still takes place unreduced in every way, they just handle it better.
It's worth noting that we have official confirmation of a time dilation effect and that delvers are actually not spending as long in the deepest depths as they seem to be as Ozen herself (who has been to the depths) confirms officially. It takes them time to ascend still, but not months or years as it may seem. It is official that it is not taking them literal months or years to ascend from the depths. Ozen also makes it quite clear that she and many others are better able to handle things like short ascensions better with her sheer disgust at Riko's weakness and reaction to it -- ok, we don't count Ozen as normal, but what she is used to from others, including her obviously not super strong assistant, we can treat as more normal. It's worth noting also that she specifies children, so presumably adults are better at it by a notable margin and -- insofar as we can really judge much of anything to such an extent -- delver rank represents time and effort put into the Abyss.
But regardless of canon, I merely propose that it would be more fun for some people if we had such a mod. Clearly not everyone. Clearly. But for some people it would be. Yet again I add a reminder: if such a mod were made you would not have to install it.
In case these offsets don't match up, set your quality settings to all be Epic and then do a byte search for:-
to find the relative position. (The offset for this on the file I am working with would be 0x4A9).
Interestingly, the offsets are in the same sort of order as they appear in game. And there are some gaps in the offsets. The ones I am curious about are the missing ones around where game settings are.
Wonder if this controls anything interesting (like settings which were removed from the player but still active in the game).
Unfortunately, graphics qualities are set as a single byte (meaning it's not just something you can just increase the value of beyond Cinematic, which would have a byte value of 04). So you're out of luck there if you want to increase LOD distance.
edit: I also didn't immediately see it, but the flag for Deep Mode being unlocked is around the same place. So it also might be worth looking around offsets 4B1-4C2 for other potentially interesting bytes.
There has to be some sort of timer, since it is a timed event. I've found many references to it in the scripts themselves but no actual location for the timer script itself.
Secondly, there is also a hidden, fully functional debug menu with a bunch of cheat codes, action controls (including cut actions such as place tents, sleep and pee), gamespeed control and spawn controls. I saw references in the script for the debug menu actually being enabled through flags in save files themselves, but once again, am unable to find out exactly which flag.
Lastly, I've been combing through the flags in some assets, and I believe we might be able to replicate the missing flags for the cut content in UE4, then dump them back in the pak since the check for them is still there, the game is just not doing anything with it, and the level generation (which also generates the enemy spawns, HP/Stam/Hunger bar and pretty much everything else including map and quest selection) is script based and unencrypted.
Edit: Sent you a friend invite. Hopefully we can crack this game wide open.
Added. :) I often appear as offline, so ping me if/when you're available. I am usually available 14:00UTC-19:00UTC Mon-Wed, Fri and 09:00UTC-19:00UTC Thu,Sat,Sun.
Also, with regards to documentation I have started a GitHub repo:-
What I will be tackling this afternoon is seeing if I can find item IDs. Shouldn't be *too* hard to figure out the byte that changes between when an item increases/decreases (and the the byte storing the item ID should be very close by).
Any findings, I will dump there.
I did take a quick look at Cheat Engine for the purposes of finding out what causes the infinite spawn, but I can't tell whether the timer is a count-down or a count-up dealio.
Would just be easier than having to search the forums for what scarce information there is, since I think most people are really looking and waiting for someone to figure out this spawning issue.
Just a thought, since I think there's the potential there given the community's diehard fans. Also. Godspeed with your work and I appreciate all the effort even if I have nothing to show in appreciation other than my words.