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unbroken75

21
Posts
A member registered 50 days ago

Recent community posts

(3 edits)

Thanks, glad you like it! It shouldn't be too hard to add an MP3 music player to customize the soundtrack, but the interface needs some thought, and you'd need to provide your own copies of the tracks and set them up yourself. I'll add this to the (still long) list.

Thanks for the details! The drop near lava is interesting: it may be the lava itself rather than Proton. I'll take a look.

I myself am very sensitive to narrow FOVs and anything less than 90° I can't play comfortably, but the game is already at least 90 and it seems perfectly playable to me. I'll check this when I have time, but the problem with using extreme FOVs is that it introduces rendering defects: cut-off objects (weapons for example) and distortions.
Have you tried playing for an hour or so to see if you'd get used to it?

Hi, could you try the new build UUBuild29Sep2026b and let me know if it works now ?

Hi, could you try the new build UUBuild29Sep2026b and let me know if it works now ?

Thanks for the Proton tip, I'll add it to the README. What GPU and Proton version are you using? Did the slowdowns happen when new areas or effects appeared, or at any point?

Thanks Fengol, it's alive and kicking :D

Yes, the swing changed in UUBuild29Sep2026 to match the original. Even in the previous build you always had to hold the button before letting go, but that wait wasn't faithful to the original: it used to get shorter as your  skills went up.  Now it is about 0.7 seconds for everyone and every weapon, and letting go sooner cancels the swing. After that the blow needs to be charged up: a battle axe takes about two seconds to reach full strength, and letting go earlier still  swings, just with less force.

The crosshair colour tells you where you are: grey, not ready yet; red, ready at minimum strength; then orange, and flashing green and white at full strength

(4 edits)

Thanks Kweepa, for the kind words, for all your work on this project, and for trusting me to take it forward.

And for everyone: if you're curious to see what's cooking for the next builds, keep an eye on the CHANGELOG on GitHub:
https://github.com/Kweepa/OpenUnderground/blob/main/CHANGELOG.md

If something doesn't work, tell me here or open an issue on GitHub.

Happy delving!

(1 edit)

Hi Avatar_1968, Kweepa fixed it in UUBuild29Sep2026: the jeweled sword no longer falls into the lava when level 6 loads. 

Hi trunkmonkey42, Kweepa fixed it in UUBuild29Sep2026: Shak now repairs the item you pay for.

Hi Krageben, I fixed group mantras in UUBuild29Sep2026 in line with the original. SUMM RA now raises three skills and OM CAH four, where every group mantra used to raise two. With Kweepa's one point per 300 XP from v3.1, a level 16 character should now be close to your original one. Two changes go the other way, and both match the original: a new character starts with one skill point instead of three, and the skills governed by Strength no longer get an extra point at a shrine.

Hi fledermoiz, first step done: in UUBuild29Sep2026 enchantments no longer depend on their English names. I'll look into what's missing so you can start translating the built-in strings, if you like.

Hi Horroreur, the v3.1 fix was only part of it: a saved game still remembered enchantments by their translated name, so potions could still do nothing. I fixed this in UUBuild29Sep2026: enchantments no longer depend on their English names, so potions, wands and rings work with the French STRINGS.PAK. Your current save should work too, because the game now reads the enchantment from the item's data and not from its name.

Hi vpelss, in UUBuild29Sep2026 the jump goes off when you press the key with auto jump on too, not only with it off. Running at the edge of a gap still takes you over by itself.  Could you try it and let me know how it feels?

Hi Roob, on skill points you were right: now points are awarded more often. In UUBuild29Sep2026 I fixed the group mantras too: SUMM RA raises three skills and OM CAH four, as in the original, where all three used to raise only two.

No problem, I imagine you're busy. And yes, I'd be glad to help carry this forward. Have a look at my PRs when you get a chance.  If you're happy with the direction, I'm ready to take it from there.

You have some pr :)

Hi Kweepa, I saw that you've already released the code — thank you so much! I've already got plenty of ideas to implement, so I'll get straight to work.

Yeah you're right it's useless but I use it for immersion: I don't like leaving stuff and treasures lying around unguarded in a room, with the rune at least I'm putting an alarm on them :)

First of all, I want to thank you deeply for all the incredible work you've done on Unity Underground. This project allows me to revisit one of my favorite classic games from my childhood and I really appreciate your dedication

I found a bug I'd like to report for UUBuild14Aug2026:

Issue: The Rune of Warding spell (level 2) transforms into a "ruined hand axe" when I reload a saved game.

How to reproduce:

  1. Cast the "Rune of Warding" spell (level 2)
  2. The rune appears floating in the air as expected
  3. Save the game
  4. Reload the save
  5. The rune has been transformed into a "ruined hand axe"

Seems to be an object serialization issue during save/load. 

Thank you again.