cth
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Everything posted by cth
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yeah, remove starting ap hack. I just went through all the hardest battles with the rest of the hacks and they're more than enough I'd say. That duping of items is very dangerous. If admins see double numbers of quest items, they can safely ban then. It also dupes whatever you get from the caps store and it remains duped even after disabling. Same about quest items, if you get them while having this on, they will remain duped even after. I'd suggest either removing it or saying that it's dangerous like you did for caps. Let people make exp through the town quests. It's a lot safer. Just posted your update on reddit too here: A dude left a comment there offering removing bans for money. Seems legit. I think he either opened the encryption protocol for the data transfer and can update the save game that way or, more likely, made his own game client allowing him to safely change any values, including the ban stuff. No need to go dig in the memory when you can just change the source to do whatever you want and build it. Very elegant.
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This is the biggest issue of the script so far: Instant leveling is causing it. Another bug: when using the Exp/Rep multiplier, you can't reroll stock/quests at the bases. But disabling it makes it possible again.
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All works overall, but there are a few bugs. Like for example when you disable decrease of perk points, you can't take perks above the first level. Only the lvl1 perks show up. If you disable it and then re-enable it, it will crash the game. Battle hacks are a bit odd. They don't give you exactly 1000 AP, they just increase those to max every turn, which is good enough. Starting 1k AP doesn't work either. Reputation hack seems to be Exp hack. I think you misplaced it. It's even called Exp hack when you edit it.
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Double. This game only uses doubles for everything, even for booleans. I suspect that's how lua gets interpreted after building. You look for that group, then refine by looking only for 3, then increment that 3 by 1 so that they would look like 4,5,6,7,8, etc. Then you go to the game, refresh that page and see what your + number is instead of +3. Then go find that number in GG, de-select it, revert and delete the other 3s, then change this 3, go to the memory editing and after the 3, you can edit other values. There will be a double after the 3 that is equal to 1. That 1 is the number of the video boxes you get with the 3 disks.
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gosh, that's pretty terrific what you can do in memory. I have a long way to get to the concept of pointers
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You can and should change these too: The game devs want you to just grind endlessly. These are pretty straightforward.
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HA! Found where you got the values for the quest reward! Here it is: https://github.com/Angelix1/dayr/blob/869d9ec8fa6aa2aa0b97688c87fca231cb308e2a/src/1.764/lib/utils/math2.lua#L107 Very well done, sir. The roundingRewardValue function then. Lol, very elegant. Hah.
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Disks work. Rep works too. Here, for now I'm playing with exp and reward, but the rep is near, I know: And found the rep too: Dude,please explain where you got the numbers for rep?
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I know where you've got the emba disk numbers. I found them in the repo, but changing them didn't change the reward for me. Lol, even managed to hack the video containers: But if you edited this, you can also edit the requirements for the scientists quests. To avoid the brainless farming of the flowers. I'll try it out. Where did you get the rep and rubel numbers? What are they?
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Yep, emba disks work. Odd that I didn't find it on my own. I found the code that declared these variables, but I couldn't do it the first time. But it works fine now. Thanks man! Where did you get the rep and rubel numbers? What are they?
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what was your solution for the emba disks?
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ooh, you probably just do a flat group search. riiight, let me try. Nope, group search doesn't work there. So, are you gonna share, or you've just came to gloat?
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The thing is, once the client is fooled you're not banned, it will save that state and sync the state with the server. And the server will start seeing you as not banned too. Well, until they fix it. But the app devs usually are very lame at server-side development, so they try to avoid it as much as they can.
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it is, but who knows how. What we know how is to hack the reputation required to unlock certain crafting upgrades. Look in this thread. It's pretty much a simple group search of the ranges. An google sheet was shared with those ranges for each town. I hacked ijevsk for sure. The soft ban is definitely on the client side, but finding it is a challenge. I don't think anyone found or at least posted how to do it. AngelWolf has a repo posted that has the ban code in it. But still, hard to find it in the memory. Mate! Can you be more specific? Describe how you did it! And we assume you've done it on the latest version? if you've done it on 761 and now can't, I can only presume you're doing something wrong. But I don't think it works on 761. You may need to go further back.
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ok, I found something. Here: https://github.com/Angelix1/dayr/blob/869d9ec8fa6aa2aa0b97688c87fca231cb308e2a/src/1.764/lib/season_event/season_event_gift_list.lua Starting from line 232 or the 11th array object. This basically declares what we get for every stage of Emba quests. Editing these would be probably the most elegant way to get disks. I tried looking for 4;5;6;7;8;9;10;11;12;13;14;15;16;17;18;19;20;21;22::400 I drop 3 because it has the video box in it. I find three series of these numbers, but changing them doesn't change the reward per level. I suspect these numbers are encrypted. I remember seeing a table here of how the numbers are being encrypted by the game. Trying to find it. But I wonder if their encryption is still the same.
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They did. But they forgot to do the same check for the reward. I'll try to snoop around the emba disks code, see if I can find it.
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@AngelWolf did you have success modifying the event disks rewards? I can't any longer go back to .761 to hack them through the crate value change.
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Oh, so that's how ranges work!!! Wow, now I can cheat even more. But this game got boring, any other game that's as easily hackable?
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Yeah, maybe I'll make a quick vid explaining this. Given how it applies to many games too.
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To move older version save from BS to the cloud save when there's already a newer version save, you just update the app on BS and run the game for a bit to let the backend save the file from BS. To cheat caps on the new version, you go to the old version, then under your account start a new profile game, cheat caps there, give it time to save the progress, then you go to the new app and you should see that profile game in the new app now, and the caps will be shared across all profiles. It's a weird method. AngelWolf seems to have an adequate method in his new script, so you can just wait for that.
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Ok, I'm rewatching The Sandman tv show and giving it a shot again. Looking in the memory. Trying to understand it. First, here: This is the memory view of the 100 wood requirement. I get it that we have the memory addresses in green. They are in hexidecimal. And each increments by 4, which means that the size of each addressed memory unit is 4 bytes. Well, at least here. I assume that it can be down to one byte. Or not? I don't remember how memory works, it's been a while. Is it just every memory "word" that has an address? So it would be 32-bit words in 32x addressing systems and 64-bit words in 64x ones? So because I see increments by 4 bytes, that makes my system 4*8=32x. I'm just guessing here. I forgot a lot. So then, a double can span across two words in 32x systems? Does GG detect that? Maybe that's the meaning of purple? But the size of a double is 8 bytes, isn't it? Maybe it's kinda flexible and can be 4 bytes when only the whole part of a double is used? Why the hell does this game use doubles for every integer? What's wrong with it? Is it like some development framework they use that abstracts types from code or something? It's super weird to see every variable to be a double. I guess it doesn't harm these days when there's plenty of memory to waste on doubles of all kind. But then they start using algorithms with high complexity and this usage of double everywhere will bite them in the a**. Anyhow, what do the white, blue, red and purple values represent? I'm just curious. And can we ask GG to automatically show us the values in Double there? It's annoying to open them one by one and set the type. The address offset between the items is 12. However, you probably could see it differently, couldn't you? The address offset could also be seen as the size of an object? So, the size of every crafting requirement is exactly 48 bytes. Or 12 doubles. Now, can I see it differently now? Can I assume that it's just an instance of an object that has 12 doubles in it? It's probably not an array in code, although an array would be exactly this: sequential values of the same size (and type) in the memory. But maybe it's their building tool or the engine who's optimizing normal OOP objects into arrays. I'm trying to think of it in therms of Java. So every double contains information about the item object. So one of them contains the item id. One would be binary and indicate whether this is a real requirement or BS requirement. Not sure why, but when you change this double, it effectively makes the requirement 0. Some of these values must be encrypted too. I don't know what others do and I don't feel like testing. But... Now I start understanding the use of looking at the source code of the game, I think? If I would take a glance at the crafting recipe class and see what variables are used there, it would make it easier to test and snoop around. But if the source code is obfuscated and minified, it would be annoying to debug. The amount of resulting item turns out to be at the same distance of the 12 doubles, so you can change it too: Pretty cool stuff. And it works. Don't know what to plant tho. What do people normally plant in the greenhouses? Interesting, the Town recipes offset is different from normal crafting. In towns, the offset is 16 Anyhow, Another question. The offset in the group search. Is it in bits? I tried doing :48 in recipe group searches. Doesn't work. I want to reduce the number of crappy results. Ordered groups seem to speed it up very significantly, but I don't think I can reliably include the result in the group. Well maybe I can. It's weird. Seems like normal character crafting, town crafting and the Biologist crafting all work a bit differently. Gosh, changing the result of crafting is quite a lot of fun. I think I'm enjoying cracking this game more than actually playing it. Lulz.
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Be very careful with the max level option. You have to be prepared. You have to have top weapons and armors before you max level because otherwise every battle will become unskippable and very hard. I made that mistake. The level of enemies grows with your level. Very cheap trick lazy game designers employ, but it is what it is, unfortunately. Also, pets are pretty much useless in max level battles. I rarely ever bring them.
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That's odd since the game has to load the save and display it still. It may not let you in due to versions differences, but it should at least load it. Well, maybe they've prevented it explicitly from loading between certain versions. Not sure. This would require some testing. Eh, just wait for AngelWolf's updated script and you should be good.
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I would skip the character creation. Otherwise, when you turn the internet on and go to the menu, open the Profiles and it should display your profiles there.
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Did you connect the same Google account? You know what? I've read somewhere that you can just go to main menu, then turn off the internet on the device, switch back to the main menu, then go turn it on and it will make the menu to force-sync. This game has some weird syncing logic. It was obviously not made for people with more than one device. Well, it's mostly for russians, so there we go.