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***** RPG thread

For discussing role-playing video games, you know, the ones with combat.
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Post by rusty_shackleford »

MC_Sea wrote: February 3rd, 2025, 08:09
rusty_shackleford wrote: February 3rd, 2025, 07:10
It seems the game actually has a modding SDK, but I think all the docs are in chinklanguage.
That would explain why there was only like 10 pages of Non-Chinese mods on the workshop and only 8 English mods. These are the only 2 English mods that seem worthwhile:

English Quickfix
A mod that fixes some grammar mistakes as well as textboxes with "[/n]" error in them.
https://steamcommunity.com/sharedfiles/ ... earchtext=

Reworked Riddles (Work in Progress)
A mod that allows riddles to be solved logically in English. Unfortunately, the only riddles translated at this moment are the beginning exams. I recommend favoriting and subscribing in order keep up with any updates made.
https://steamcommunity.com/sharedfiles/ ... earchtext=
Sadly, for whatever tard reason, they decided to use il2cpp otherwise it would be trivial to mod.
Giving up the main reason to prefer unity :groan:
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Post by rusty_shackleford »

When you enter the first village, an old man will approach you. Take his offer, the game isn't clear but it's the tutorial. :groan:
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Post by ArcaneLurker »

rusty_shackleford wrote: February 3rd, 2025, 06:47
I didn't like the animango DLC portraits, disabled them
I enjoy the levity of them even if they look odd.
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Post by gerey »

We got rusty hooked on the ***** RPG, we'll be getting banned for mentioning Taiwan as soon as the CCP check clears.
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Post by rusty_shackleford »

considering what it is, it's bretty good. I have issues with the character saying a lot of things you don't get to pick, having knowledge he shouldn't, etc.,
BUT

it's fun, it has a lot of interesting stuff going on here. Better than I expected.

would recommend/10

I'm gonna do a small writeup tomorrow on how it reinforces my opinion that buildfaggotry is low-tier design
Last edited by rusty_shackleford on February 4th, 2025, 01:52, edited 2 times in total.
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Post by Lhynn »

rusty_shackleford wrote: February 3rd, 2025, 01:08
I've yet to find a vendor selling consumable rocks, not sure how realistic this is
Seen it in other chinese games, its just gambling.
You buy this thing, open it, and whatever is inside belongs to you.
Luck in chinese culture seems to be seen as a skill, something to be proud of, and these games exist to test your luck.

I dont know why it has to be rocks, but its probably how it was done at some point in their history.
I have to say, I do like Chinese games in large part because of how unfamiliar they feel.
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Post by rusty_shackleford »

Lhynn wrote: February 5th, 2025, 16:41
rusty_shackleford wrote: February 3rd, 2025, 01:08
I've yet to find a vendor selling consumable rocks, not sure how realistic this is
Seen it in other chinese games, its just gambling.
You buy this thing, open it, and whatever is inside belongs to you.
Luck in chinese culture seems to be seen as a skill, something to be proud of, and these games exist to test your luck.

I dont know why it has to be rocks, but its probably how it was done at some point in their history.
I have to say, I do like Chinese games in large part because of how unfamiliar they feel.
:scratch:
I was making a joke about how chinese eat rocks.


I like that chinese rpgs put a lot of emphasis on simulationism
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Post by Faceless_Sentinel »

rusty_shackleford wrote: February 5th, 2025, 16:52
Lhynn wrote: February 5th, 2025, 16:41
rusty_shackleford wrote: February 3rd, 2025, 01:08
I've yet to find a vendor selling consumable rocks, not sure how realistic this is
Seen it in other chinese games, its just gambling.
You buy this thing, open it, and whatever is inside belongs to you.
Luck in chinese culture seems to be seen as a skill, something to be proud of, and these games exist to test your luck.

I dont know why it has to be rocks, but its probably how it was done at some point in their history.
I have to say, I do like Chinese games in large part because of how unfamiliar they feel.
:scratch:
I was making a joke about how chinese eat rocks.


I like that chinese rpgs put a lot of emphasis on simulationism
Meantime muricans: https://en.m.wikipedia.org/wiki/Fried_brain_sandwich
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Post by ArcaneLurker »

Faceless_Sentinel wrote: February 5th, 2025, 18:01
rusty_shackleford wrote: February 5th, 2025, 16:52
Lhynn wrote: February 5th, 2025, 16:41


Seen it in other chinese games, its just gambling.
You buy this thing, open it, and whatever is inside belongs to you.
Luck in chinese culture seems to be seen as a skill, something to be proud of, and these games exist to test your luck.

I dont know why it has to be rocks, but its probably how it was done at some point in their history.
I have to say, I do like Chinese games in large part because of how unfamiliar they feel.
:scratch:
I was making a joke about how chinese eat rocks.


I like that chinese rpgs put a lot of emphasis on simulationism
Meantime muricans: https://en.m.wikipedia.org/wiki/Fried_brain_sandwich
Calorie dense and nutritious yet disgusting, much like liver. Not the same as sucking on pebbles. Even Koi Carp would at them weird, because they at least have a good reason for putting rocks in their mouths.
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Post by rusty_shackleford »

I tried the AI translation mod for this and it's still rather rough, I'll leave it on the backburner and check it later.

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Post by rusty_shackleford »

Similar games I'm aware of

(official english)

(official english)

(english translation mod)

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Post by Tinky Winky »

rusty_shackleford wrote: February 8th, 2025, 11:43
I tried the AI translation mod for this and it's still rather rough, I'll leave it on the backburner and check it later.

How about this one?
https://store.steampowered.com/app/3775 ... _of_Wuxia/

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Post by rusty_shackleford »

Tinky Winky wrote: February 8th, 2025, 11:47
rusty_shackleford wrote: February 8th, 2025, 11:43
I tried the AI translation mod for this and it's still rather rough, I'll leave it on the backburner and check it later.
How about this one?
https://store.steampowered.com/app/3775 ... _of_Wuxia/

I'm gonna try that next :heart:

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Post by 1998 »

Rusty turning yellow. I approve :salute:
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Post by rusty_shackleford »

1998 wrote: February 8th, 2025, 11:59
Rusty turning yellow. I approve :salute:
I have no national preference when it comes to games, just whether they're good or not. It's actually a major issue I have with slavs specifically, they'll often shill awful/pozzed games as long as they're slavic.
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Post by gerey »

rusty_shackleford wrote: February 8th, 2025, 11:50
I'm gonna try that next
As I said in the Hero's Journey thread, wait until the new translation is finished.

Should be done in the next week or two according to the author.
Last edited by gerey on February 8th, 2025, 12:20, edited 1 time in total.
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Post by rusty_shackleford »

gerey wrote: February 8th, 2025, 12:19
rusty_shackleford wrote: February 8th, 2025, 11:50
I'm gonna try that next
As I said in the Hero's Journey thread, wait until the new translation is finished.

Should be done in the next week or two according to the author.
I just tried that, it's still pretty rough.
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Post by gerey »

rusty_shackleford wrote: February 8th, 2025, 12:20
I just tried that, it's still pretty rough.
Are you using the old one or the new one (BETA - Lash's English Patch Over LLM), because there's two on the Workshop.
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Post by rusty_shackleford »

gerey wrote: February 8th, 2025, 12:22
rusty_shackleford wrote: February 8th, 2025, 12:20
I just tried that, it's still pretty rough.
Are you using the old one or the new one (BETA - Lash's English Patch Over LLM), because there's two on the Workshop.
New one. A good bit of the UI is still untranslated, some of the dialogue choices feel like they're missing parts
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Post by gerey »

rusty_shackleford wrote: February 8th, 2025, 12:23
New one. A good bit of the UI is still untranslated, some of the dialogue choices feel like they're missing parts
If you're in a hurry to play it you can DIY the translation yourself if you have a ChatGPT API key, the translator also made a fork of the Unity AutoTranslator that can use ChatGPT. He's using a local model to translate the large chunks of the game, but says ChatGPT is still superior in output, though the local model does well-enough to not be too much of a detriment.
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Post by rusty_shackleford »

gerey wrote: February 8th, 2025, 12:28
rusty_shackleford wrote: February 8th, 2025, 12:23
New one. A good bit of the UI is still untranslated, some of the dialogue choices feel like they're missing parts
If you're in a hurry to play it you can DIY the translation yourself if you have a ChatGPT API key, the translator also made a fork of the Unity AutoTranslator that can use ChatGPT. He's using a local model to translate the large chunks of the game, but says ChatGPT is still superior in output, though the local model does well-enough to not be too much of a detriment.
I might try the autotranslator using deepl, which tends to be quite good.
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Post by rusty_shackleford »

gerey wrote: February 8th, 2025, 12:28
rusty_shackleford wrote: February 8th, 2025, 12:23
New one. A good bit of the UI is still untranslated, some of the dialogue choices feel like they're missing parts
If you're in a hurry to play it you can DIY the translation yourself if you have a ChatGPT API key, the translator also made a fork of the Unity AutoTranslator that can use ChatGPT. He's using a local model to translate the large chunks of the game, but says ChatGPT is still superior in output, though the local model does well-enough to not be too much of a detriment.
I forked it to use openrouter instead, using gemini 2.0 flash
Need to tweak the prompt to make the responses less verbose.
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Post by rusty_shackleford »

Tweaked prompt, pretty good.
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Post by rusty_shackleford »

rusty_shackleford wrote: February 8th, 2025, 13:31
Tweaked prompt, pretty good.
Image
Can't get it to keep dao, oh well. :(
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Post by rusty_shackleford »

This works great, thanks @gerey.
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Post by rusty_shackleford »

If anyone is curious of what it looks like in action:

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Post by Oyster Sauce »

Bottom right hand corner of my screen has been looking like this for the past 2 hours

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Post by ArcaneLurker »

Need a Wuxia gem tier list.
Last edited by ArcaneLurker on February 8th, 2025, 14:37, edited 1 time in total.
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Post by gerey »

rusty_shackleford wrote: February 8th, 2025, 13:27
Need to tweak the prompt to make the responses less verbose.
If you're still tweaking the prompt you could try something like this:
Translate Simplified Chinese into concise English with a Wuxia tone. Preserve context, structure, and meaning. Keep special characters (e.g., HTML) intact. Use Pinyin for names and terms, except for titles, which should be translated (e.g., Lord, Master). Translate location terms descriptively (e.g., Fort) while retaining proper names in Pinyin. Use gender-neutral terms only when gender is unspecified. Refine phrasing for readability without altering intent. Maintain natural capitalization for names, titles, and stylistic elements.
Also, you can tweak other settings using the AutoTranslator - it has a fairly powerful RegEx feature, as well as the ability to resize the text, be it globally, or by specific UI element.

Here's Lash's (the translator's) resizer settings, just put them in a text file the same folder where the translator is saving the outputs, though I think you will need to enable the resizer function in the .ini for AutoTranslator. If you feel the need to change the size of the text just edit the number in the brackets to something else and reload the translation, both can be done while in-game:
#Skills
/Canvas(Clone)/UISkill(Clone)=ChangeFontSizeByPercentage(0.6)

#Character Create
/Canvas(Clone)/UICreatePlayer(Clone)/Anchor1920*1080/WgPlayerInfo=ChangeFontSizeByPercentage(0.5)
/Canvas(Clone)/UICreatePlayer(Clone)=ChangeFontSizeByPercentage(0.6)

#Default Battle
/Canvas(Clone)/UIBattle(Clone)=ChangeFontSizeByPercentage(0.85)

#Insight
/Canvas(Clone)/UITalent(Clone)/Anchor_1920*1080/WgChangeBlock=ChangeFontSizeByPercentage(0.3)

#Loading Screen
/Canvas(Clone)/UILoad(Clone)=ChangeFontSizeByPercentage(0.6)

# Cover all
/Canvas(Clone)=ChangeFontSizeByPercentage(0.7)

#Talk List
/Canvas(Clone)/UITalk(Clone)/BackGround/ButtonList=ChangeFontSizeByPercentage(0.5)

/Canvas(Clone)/UITalk(Clone)/BackGround/DialogGroup/Message/Name=ChangeFontSizeByPercentage(0.5)
Canvas(Clone)/UITalk(Clone)/BackGround/DialogGroup/Message/Name=ChangeFontSizeByPercentage(0.5)
Last edited by gerey on February 8th, 2025, 14:47, edited 3 times in total.
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Post by rusty_shackleford »

gerey wrote: February 8th, 2025, 14:41
rusty_shackleford wrote: February 8th, 2025, 13:27
Need to tweak the prompt to make the responses less verbose.
If you're still tweaking the prompt you could try something like this:
Translate Simplified Chinese into concise English with a Wuxia tone. Preserve context, structure, and meaning. Keep special characters (e.g., HTML) intact. Use Pinyin for names and terms, except for titles, which should be translated (e.g., Lord, Master). Translate location terms descriptively (e.g., Fort) while retaining proper names in Pinyin. Use gender-neutral terms only when gender is unspecified. Refine phrasing for readability without altering intent. Maintain natural capitalization for names, titles, and stylistic elements.
Also, you can tweak other settings using the AutoTranslator - it has a fairly powerful RegEx feature, as well as the ability to resize the text, be it globally, or by specific UI element.

Here's Lash's (the translator's) resizer settings, just put them in a text file the same folder where the translator is saving the outputs, though I think you will need to enable the resizer function in the .ini for AutoTranslator. If you feel the need to change the size of the text just edit the number in the brackets to something else and reload the translation, both can be done while in-game:
#Skills
/Canvas(Clone)/UISkill(Clone)=ChangeFontSizeByPercentage(0.6)

#Character Create
/Canvas(Clone)/UICreatePlayer(Clone)/Anchor1920*1080/WgPlayerInfo=ChangeFontSizeByPercentage(0.5)
/Canvas(Clone)/UICreatePlayer(Clone)=ChangeFontSizeByPercentage(0.6)

#Default Battle
/Canvas(Clone)/UIBattle(Clone)=ChangeFontSizeByPercentage(0.85)

#Insight
/Canvas(Clone)/UITalent(Clone)/Anchor_1920*1080/WgChangeBlock=ChangeFontSizeByPercentage(0.3)

#Loading Screen
/Canvas(Clone)/UILoad(Clone)=ChangeFontSizeByPercentage(0.6)

# Cover all
/Canvas(Clone)=ChangeFontSizeByPercentage(0.7)

#Talk List
/Canvas(Clone)/UITalk(Clone)/BackGround/ButtonList=ChangeFontSizeByPercentage(0.5)

/Canvas(Clone)/UITalk(Clone)/BackGround/DialogGroup/Message/Name=ChangeFontSizeByPercentage(0.5)
Canvas(Clone)/UITalk(Clone)/BackGround/DialogGroup/Message/Name=ChangeFontSizeByPercentage(0.5)
Do you know if it's possible to change the font used per element? I'd like to use a different font for the dialogue.
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