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Everything posted by Jaga

  1. Some bug reports, balance feedback, and general other comments after having played with the mod a while. It's a mouthful, but hopefully useful to you. Bugs Spell: Fire - Incinerate - Implies that it burns twice as deadly, imparting an additional stack to the target. Even after training this skill, only one stack is ever applied per cast. One orb is visible at their feet, not two like you might expect. Some of the Runes available indicate they can only be applied to certain Tier Sorcerer Armor, but even armor of that Tier won't take them. The next tier up usually works, but it's either mis-labeled or mis-coded. Questions Some enemies are spawned with orbs already floating around their feet. Does this mean anything? No spells have been cast at them or near them that could have applied the affect. I haven't noticed any resistance or weakness to fire for those with the fire orb on them when they spawn. And the orbs never go away (they aren't timed) - if I leave that zombie alone, it lasts forever. It looks like sneak attacks impart the sneak bonus from the generic skill. However it doesn't usually make much of a difference to how quickly they die (how many casts of the same spell are needed to finish them off). Even with a 350% sneak damage imparted, most still need a second Fire Spell cast to finish. I also don't notice any increased proc'ing of any other skills I've trained up in the Fire line (up to 4 in both Fire Spellcast and Fire Spell now). Is the sneak bonus being applied, or is that just a default message from the engine? Do headshots count for bonus damage? From what I've seen it doesn't matter at all where they are hit - a chest shot is just as good as a head shot. From that perspective, I'm not seeing either subtlety (sneaking) or accuracy (headshotting) as making any difference in kill speeds. It's just as effective to run right up in their face and spam them with Fire, as it is to try and sneak around headshotting them. I was under the assumption that particular elements were more common in certain biomes. I just did a boulder run, half in a forest biome and half in a burned biome, and didn't see any change in harvesting numbers. I also thought trees in the burnt biome would more freely give out fire essence, but it seems they are far more stingy with it than boulders are. From the Wiki page on essence, it seems like they should be giving out similar numbers to boulders, but I wasn't experiencing that. The burnt trees are only giving me limited numbers of T1/T2 fire essence, never T3 or T4 which I receive from boulders. And I'm wearing all T2/T3 sorcerer armor, along with T3 tool essence Boons (80 quality Steel pickaxe/fireaxe in Ravenhearst). How is essence pulled back out of a Conjure? With a normal forge you can re-convert back into it's basic material as one of the default recipes, but I don't see that for essences. The only way I see currently is (for example) to craft a bunch of Fire Spells, then scrap all of them, taking an enormous amount of time. Transmutation - what is it? I haven't trained the skill level to unlock it yet, but don't see any transmutation recipes in any conjure that would be available even if I had. Does it let you change one element into another (like fire<->ice), or go from tier to tier (like 2 T1 = 1 T2)? Similarly with Rituals - are they tied directly into Transmutation, and if so where are they accessed/performed? Empower - how does this work? The more stacks applied to enemies, the greater your spirit regen? The greater your damage potential, or DoT ticks? Does it have a range maximum from an enemy with stacks on it? Haven't been able to find any info on it, and not quite able to train it. General spell question - are any of the spells available designed specifically as AoE's? My initial thoughts were that Firenado was an "AoE tornado that sucked enemies/animals into it, or just did general area damage with a chance to suck them in". I know we get an AoE effect from the Fire Spell by hitting the ground near entities, but wasn't sure if any were designed not to need a target and just generally cover an area. Ice Storm and Lightning Storm seem to be designed for just that, but I haven't trained Ice up to know for sure. Observations After my essence harvesting boulder/tree run, I have 1950 T1 Fire essence, and only 25 T4 Fire essence. Seems like the upper tiers are extremely rare at the surface, and it's almost required to head underground for Coal/Shale to get decent numbers. If I do so and mine Coal, do the T1/T2/T3/T4/T5 ratios stay the same (i.e. more of all), or does just the chance at higher tier essences go up? I don't really need more T1, but the higher tiers are very advantageous at higher skill levels. Bolt damage on the Fire Spell appears to be even weaker than the DoT damage it applies over time, with just a single cast. I've never downed a zombie (even the weakest) with a single-impact of the T4 Spellcast/Spell bolt, but I have after waiting on the DoT to finish. It's partly what makes me think the sneak damage bonus doesn't apply, or I absolutely would have had a single-shot kill at impact time. Sorcerer armor appears to only have an advantage in harvesting essence. It has no armor rating, no weather resistances, and cannot take vanilla mods in it's slots. I'm considering not even using mine anymore unless I go on essence runs - it's virtually useless for BM nights and horde killing. Only the boots have a slight speed modifier, so I may continue to use them. The Robe would be nice, but wearing a Duster to combat the weather is FAR more helpful when compared to even the Legendary Robe. In my opinion, Sorcerer Armor needs to have a little armor rating, a little weather protection, and be able to take standard armor mods (even just those for light armor would be good). The number of Runes that can be crafted at a Conjure is very limited, even with T4 of Rune Mastery trained. I haven't seen the list expand at all, only my ability to select higher tiers to make. It seems like some Runes are only found through random loot, and some of us stop crawling POIs after a certain number of in-game days so we can focus on building/defenses. Having a full set (or most of them) craftable would be nice. Tying Ice Essence to Potassium Nitrate (for the best harvest amounts) is a mistake, IMO. In my 17.x playthroughs it is the rarest resource to mine (second only to blocks like diamonds), only being found at greater depths in the biomes, and in very limited blocks. My last playthrough (17.2 vanilla) I simply stopped looking for potassium while mining, and farmed it from boulders and dead corpse blocks. It wasn't worth the trouble to find underground, and if it 'gates' the higher Ice essence to that particular resource, it's going to gate the entire Ice line along with it. Fire Flight is ridiculously fun. But a tiny bit overpowered in how high it can catapult you. Tying it in to your Parkour skill level so it is a multiple of it would be great, if it can be done. FF with Parkour 1 might give you a 3m jump, but Parkour 5 with FF might see it go as high as 12m. Perhaps even using Fire Mastery skill to affect the level of jump would be good. Blazing skill - doesn't seem to enhance sneak speed at all. I have noticed that the Secondary channel ability raises your detection level up high, so wasn't sure if it was ever meant to work with sneaking. Stacks - seems like they don't last more than 7 seconds give or take. Considering higher tier spells (made to benefit from stacks) are hard to land within the small space of time.. you have to either refresh a stack set, or benefit from immediately casting a higher tier spell with no delay. I'd suggest making them last longer, and if necessary lowering the DoT damage applied. Initial impact is important (to me anyway), along with the options I have afterwards with follow-up spells benefitting from stacks. Combos that synergize are great. Perhaps ramp up stack duration with the number of ranks in that Mastery? I see the stack system as having awesome potential, but not lasting nearly long enough to take advantage of yet. In the heat of battle we have to worry about our position, our health, ammunition count, our stamina/spirit, etc.. trying to track if that stack we just landed is still on the target is an additional problem. But if I knew it lasted longer due to my Mastery of the element, I'd see that as raising the importance of masteries and the usability of the stack system.
  2. Great, thanks. Even that little bit of clarification tells me how I might use them to greater effect. The only issue I see with using a T1 spell for applying stacks, then following up with a T2, is that the stacks only last so long on a target before disappearing. That's doubly true for nearby affected enemies that the effect has spread to. Seems like it would be very difficult to use a T2 spell (that relies on stacks) on a group of enemies that had even a little space between them. So far I am using the T1 Fire Spell well if I can group them up enough (like Ravenhearst wandering groups). Keeping stacks on all of them and then trying to apply a T2 Firenado to the group before the stacks go away seems like it might be difficult to accomplish. I'll play with it a little more and see what I get out of it. - - - Updated - - - Great teleport effect. Might want to limit the range and/or gate it as a T5 effect if you haven't already. Looking forward to the lightning update - saving up skill points just for it.
  3. Before I try to report bugs and give feedback, it would be nice to get a little clarification between the different types of spells in the same line. i.e. the Fire Spell is fairly straightforward - it is a bolt spell that has a DoT effect, which can stack and spread to nearby enemies. But the Firenado Spell also seems to be a bolt spell that applies stacks, has a chance of spreading, and which also has a DoT. Fire Spell has a fast bolt for me (L4), while Firenado is extremely slow (L1). The only difference that I can see is the Firenado tooltip has a mention of 'locking' a zombie in the effect (slowing/stopping them?). The thing is - Fire Spell does the same sometimes when it procs. I'm having trouble differentiating between the two base spells and what all of their upgrades are supposed to do. For example, I originally thought the Firenado was a ground-targeted aoe that sucked enemies into it and damaged them. However, I've been using it more like the Fire Spell with direct attacks since I didn't know what the ground based targeting accomplished. Any chance you have enough time to go into a little more detail on each of the spells and their intended uses? The tooltips don't really give the full detail as to what they are good at or how we can use them. It would be great to know before dumping skill points into a line or it's spells.
  4. Very nice, also liking the visuals and audio effects for the ice line. I went with Fire in my current playthrough since it was the starter line (via tutorials) and seemed the best option for crowd devastation, but I can also see the utility in crowd control with ice. Eventually I'll spec both up and have the best of both worlds. Hope lightning is coming along well, looking forward to seeing it in-game. If we have bug reports would you like them PM'd or posted in this topic?
  5. The error occurs right after I choose the mod install folder with the "Browse for folder" dialog. The launcher never seems to remember which folder mods are installed to (C:\7D2D), and I have to re-select after every launch of the program. So - launch program, prompted for mod install location, click Ok, browse dialog pops up, I choose the C:\7D2D folder, hit Ok, and then see the error dialog.
  6. That's okay! I tried the suggested fix, no joy - same symptoms. I'm willing to acknowledge it may be my .net config somehow if others aren't getting it, but I can't see anything wrong with .net on my computer at all. If you want to pursue it I'm willing to keep diagnosing with you, or we can just write it off as a quirk. The mod launcher works after you get past the folder selection and error message.
  7. Any thoughts on this error spherii? I've run the .net testing tool, and have all necessary versions installed on the machine and registered correctly. I even tried downloading the superseded installers which indicated they couldn't install due to being included in newer versions.
  8. Jaga

    Ravenhearst Mod

    Yes it does, playing both now.
  9. Thanks for the info. It's unfortunate since it means open-block shooting only (or indirect AOE on nearby blocks). I'll keep my fingers crossed for future changes. Loving the rest of the mod(let)!
  10. Is there any kind of block that spellcasts can shoot through? I've tried bars, frames, and railings, and all three stop the fire bolt which just damages the block.
  11. Jaga

    Ravenhearst Mod

    Thank you for the info sinda, I'll leave it set at 14 and go from there.
  12. Jaga

    Ravenhearst Mod

    Does Ravenhearst 5.1 use the game setting for Blood Moon frequency, or does it override to 21 days? And/or do we need to install a mod to adjust frequency (i.e. to get 21 days back)? I didn't see it in patch notes and a Google search only shows old pre-17.x numbers.
  13. .NET Framework "Unhandled exception" after running the app, just after it prompts to select mod install location is happening for me. "Unhandled exception has occurred in a component in your application. If you click Continue, the application will ignore this error and attempt to continue. Object reference not set to an instance of an object." See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at _7D2DLauncher.frmMain.PickModdedFolder() in C:\Users\jkilpatrick\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\7D2DLauncher.cs:line 1780 at _7D2DLauncher.frmMain.txtModdedGameFolder_TextChanged(Object sender, EventArgs e) in C:\Users\jkilpatrick\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\7D2DLauncher.cs:line 3065 at System.Windows.Forms.Control.OnTextChanged(EventArgs e) at System.Windows.Forms.TextBoxBase.WmReflectCommand(Message& m) at System.Windows.Forms.RichTextBox.WmReflectCommand(Message& m) at System.Windows.Forms.RichTextBox.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: Win32 Version: 4.7.3324.0 built by: NET472REL1LAST_C CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll ---------------------------------------- 7D2DLauncher Assembly Version: Win32 Version: CodeBase: file:///C:/Program%20Files/SphereII%20Software/7D2D%20Mod%20Launcher%20Installer/7D2DLauncher.exe ---------------------------------------- System.Windows.Forms Assembly Version: Win32 Version: 4.7.3324.0 built by: NET472REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: Win32 Version: 4.7.3353.0 built by: NET472REL1LAST_B CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: Win32 Version: 4.7.3056.0 built by: NET472REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- log4net Assembly Version: Win32 Version: CodeBase: file:///C:/Program%20Files/SphereII%20Software/7D2D%20Mod%20Launcher%20Installer/log4net.DLL ---------------------------------------- System.Net.Http Assembly Version: Win32 Version: 4.6.26907.01 CodeBase: file:///C:/Program%20Files/SphereII%20Software/7D2D%20Mod%20Launcher%20Installer/System.Net.Http.DLL ---------------------------------------- System.Configuration Assembly Version: Win32 Version: 4.7.3056.0 built by: NET472REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Core Assembly Version: Win32 Version: 4.7.3324.0 built by: NET472REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Xml Assembly Version: Win32 Version: 4.7.3056.0 built by: NET472REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Deployment Assembly Version: Win32 Version: 4.7.3056.0 built by: NET472REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Deployment/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Deployment.dll ---------------------------------------- AutoUpdater.NET Assembly Version: Win32 Version: CodeBase: file:///C:/Program%20Files/SphereII%20Software/7D2D%20Mod%20Launcher%20Installer/AutoUpdater.NET.DLL ---------------------------------------- SharpConfig Assembly Version: Win32 Version: CodeBase: file:///C:/Program%20Files/SphereII%20Software/7D2D%20Mod%20Launcher%20Installer/SharpConfig.DLL ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. Windows 10 x64 fully updated, re-downloaded and re-installed the Mod Launcher just to be sure. Clicking 'Continue' on the error window will allow the app to load properly, and it shows all available mods/modlets. A close/re-launch of the app however makes it re-prompt for the mod install location (it seems it forgets every time it is closed), and the error occurs again. I have reverted the custom mod directory back to the default of C:\7D2D and the prompt for mod location (and error) still happen. Installed mods/modlets appear to work properly when launched, so this may be a launcher-related problem only. Version in use: 7D2D version installed (default Steam directory): 17.2 Any suggestions for troubleshooting or getting info for you to debug are welcome.
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