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Jaga

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Everything posted by Jaga

  1. Update: Answered my own question for DF - Darkness Falls appears to work with Sorcery, though the forge UI is off a tad on the right side (still manageable).
  2. Just curious where Ravenhearst / Darkness Falls compatibility stood Devrix. I attempted a quick test with Ravenhearst 7.2.4 (latest for 19.2B4) and Sorcery 0.922 and had problems accessing skills beyond the first (Perception). I expect you are still re-working things for A19 and the additional magic skills, but thought I'd ask to be sure.
  3. Awesome, glad to hear it Icymage! And thanks for the kind words, I'm sure Devrix appreciates them.
  4. @icymage84 - Sent you a PM to see if I can help resolve the issue you are seeing. It's definitely not normal - I have DF/RH dedicated servers, each with Sorcery 0.7, and neither sees the NREs.
  5. I can confirm part of this at least. Tested using a dedicated DF 2.04 + Sorcery 0.7 server. Went through the basic Sorcery quests until the chain was complete. Raised Sorcery to 5, essence/spellcast/fire mastery all to 1 point each. Spirit remains 99/100 in the character tab and in the HUD display. It isn't until I go and give my character some nice Transcendent Sorcerer armor (noticeable +spirit bonuses) and have him wear it that I see increases in Spirit both places. I also went and tested the current working mechanics in a Ravenhearst game, where the Sorcery skill adds to available Spirit even without armor bonuses. I'll let Devrix know so he can check over the relevant parts of the compatibility code. By all rights, raising Sorcery skill should raise your available spirit when wielding a Spellcast you can use.
  6. Told you to take the Blue Pill... now you're neck deep!
  7. Jaga

    Ravenhearst Mod

    I think that's all that could be asked for. Thanks for the reply and RNG information Jax.
  8. Jaga

    Ravenhearst Mod

    So I guess the question then becomes - does RH want to lock completion of class quests behind an item which it is possible to go an entire game (L1-L200+) without finding? I would think not. If I've read patch notes correctly it used to be craftable, and so obtainable at least with some effort involved. I'd recommend (based on my experience and hearing that of others in the topic) that it either be returned to craftable status, or have it's drop rate significantly altered. As further information about my lack of a cleaver - I never miss an opportunity to loot a sink, an oven, a refrigerator, etc. Anything related to food and/or cooking is top priority for at least the first ~50 levels. It helps significantly with eating/drinking, acid for tires, etc. I also never turn down looting a trash can or trash bag, due to the possibility of finding treasure maps in them. The fact I find far more acid, cooking implements, treasure maps, etc than I do cleavers, supports the fact people think they are too rare.
  9. Jaga

    Ravenhearst Mod

    Agree here - level 86+ and no cleaver. Can't even progress the class quests due to not being able to find one. It seems to be one of the rarest items in the entire game at this point. Needs tweaking so it's a lot easier to find.
  10. I don't think any high-res version is working in Ravenhearst 5.x right now. From the RH 5.1 release notes: I run RH 5.12 (default textures) + Sorcery 0.7 (modlet), and everything looks/plays just fine. Haven't upgraded to RH 5.13 yet, still helping with testing on the Sorcery side. But soon!
  11. If you install RH from the Mod Launcher, you can also add Sorcery in as a Modlet. Click the "Manage Modlets" button to the right when viewing your RH install, and you can add it in the View Available section. Don't forget to patch your RH localization.txt by adding the contents of Sorcery's localization.txt to the end. I run both, and they work very well together.
  12. Those charges go away if you haven't cast any spell from the same element in 10 (?) seconds. Try charging it, "holstering it", then waiting >10 seconds and see if you still have 4 orbs on your spellcast. You shouldn't.
  13. From my experience an uninstall/reinstall on the modlet is the safest way to go. I think Devrix mentions it in the first post here too. Along with that, copying localization.txt from Sorcery into the DF localization.txt (unless you have the Localization modlet working) is needed since I think several spells and other items have updated text. Been testing this afternoon and all my old items are working well with the updated systems. It's MUCH more fun to play.
  14. Jaga

    Ravenhearst Mod

    Thanks for the info and confirmation
  15. Really really glad to be past the MP bugs, and it turns out Sorcery is using a MUCH improved system with stacking and charging up spells now.
  16. Jaga

    Ravenhearst Mod

    Hey Jax, Can we assume 5.2 *will* need a fresh start? Looking forward to playing 5.2 and planning on needing a new game when we do. Cheers.
  17. Always fun to see what Devrix is going to come up with next.
  18. Jaga

    Ravenhearst Mod

    I ended up trying different 16k map generations based on the number Pi, and found one I think will be fine to play on. Snow to the N/NE, Desert to the S/SE, Forest through the very center and heavy off to the West, and the two other Biomes stretching through the center off to the East. Hopefully in the future they'll add more specific values for large 16k maps to the mixer's xml. I saw only normal and medium sizes when I was poking around in the RH xml, which makes for huge biomes which aren't very suitable for 16k. Generated using Ravenhearst 5.12, size 16k, seed is: 3.1415926 The world name is "Borose Valley" - it has plenty of cities, and I edited the rwgmixer.xml so that it had between 25 and 30 wilderness traders (see previous posts in this topic for how-to). I overlaid the splatmap on the biome image so it's easy to see where the distribution of cities is: https://imgur.com/ImqBdbk
  19. Jaga

    Ravenhearst Mod

    I found them randomly by killing animals and harvesting their remains. Typically they only 'drop' when you've fully harvested them, and it's not guaranteed. Didn't see a recipe for making twine - the stuff I've found has been semi-rare as well.
  20. Yes, you need to copy the contents from the Sorcery localization.txt and insert it into whatever other mod adds it's own localization.txt (presumably one of the other small ones you use). This is a normal step for larger overhaul mods, and it seems like you'll have to find out if yours is being replaced by a mod.
  21. Jaga

    Ravenhearst Mod

    Yep, found that section. I also had to alter the prob variable to be higher than 2, or the elevated numbers didn't stick as well. RH numbers are well suited for 4k/8k maps, but not so well for 16k ones. Especially the biome frequency/sizes - I'm still trying to figure out how I can revert it back to more like vanilla so there are smaller and more numerous biomes. Having a single desert biome that stretches 4k by 12k across the landscape isn't something I want to ever have to cross.
  22. Jaga

    Ravenhearst Mod

    They need to be adjacent to water, either naturally occurring or player-placed. You can craft a bucket, dig a 1-square deep hole, dump the water out of the bucket into it, and hoe/plant in all adjacent squares.
  23. That new rune looks handy. . And it looks like you're designing it so we can stack runes in the same item, which is a nice option for strategy (assuming enough Mastery ranks to handle the burden to spirit).
  24. Jaga

    Ravenhearst Mod

    Do we have any options for additional traders during world generation, or re-adding wandering traders in Ravenhearst? Patch notes for 5.12 indicate the wandering ones have been removed, and I'm finding it near impossible to use a 16k x 16k map since the 4-5 that end up on it are so far apart that visiting them is an exercise in frustration. It's identical to only having one in an 8k map who is literally as far from you as possible. My starting trader for example was 'only' 4.4km away from my initial base, and without a fast vehicle it took half a day just to travel to him. It makes missions impossible, and finding the other ones when they are so far out on the edges of the map a no-go. I realize I can look in the xml to find their locations after generation and keep restarting the game to try and get close, but I consider this 'cheesing the game'. I'd like to have to search to find them even on a 16k map, but having only 4-5 in a world that is 4x the size of an 8k default is just not good. Ideally a 16k map would have 4x the default number of traders, for balance. Edit: found the wildernessGroup section in the rwgmixer.xml. Going to try adjusting the mins/maxes upward and generating some new 16k worlds.
  25. Absolutely, glad it was helpful in some way. I'm nothing if not thorough, even if it comes out as a wall of text. - I'll check next time I hit home base and see which runes I noticed were having a problem being applied to the armor. I think I tried two different runes and both had grey icons in inventory when modding. - I definitely wasn't expecting transmutation to be that dramatic, but it looked kinda cool. Glad you know where you're going with it and it isn't a typical "recipe in the cooker" type deal. Interaction with the world of that type is very immersive and satisfying. - Empower, as in channeling secondary of a spellcast, yes. Thanks for the clarification! - The sorcerer armor I crafted (every tier from basic through Epic so far) has all had zeroes (0) for armor ratings and weather ratings. I made them using a Fire Conjure. Don't know if that's by design or not, but it doesn't sound like it. I tried several light armor vanilla mods also, none of which applied. I was sorta bummed since I wanted to wear it through the entire game. It's cool looking, but the set(s) I've made weren't usable for combat situations, and leave me very exposed to the weather. Basically I had zero protection and zero way to modify the armor outside of runes. - Set bonuses sound nice, will look forward to those!
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