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Posts posted by Jaga
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I agree it's a little confusing. Limited description space is a SOB (the more we put, the smaller the text gets).
This functionality is greatly clarified in the Lightning update. Basically, ALL Tier 1 Spells: Fire, Ice, Lightning are basic STACK APPLIERS (orbs at feet: burn, iceburn, shockburn) and will do overall less damage and effect than Tier 2+ Spells.
In the Lightning update, they're be re-balanced and re-worded to function accordingly.
See the Sorcery Wiki "Stacks" page for full details on how Stacks work:
https://github.com/7d2d-sorcery/Sorcery/wiki/Spells#spell-stacks--orbs
Tier 2+ Spells are STACK CONSUMERS and are greatly reliant/empowered by Stacks.
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.
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-snip-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.
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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.
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- Spells now shoot through bars and similar objects
Great news, thanks for giving this attention.
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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?
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When you click on the blue folder, does it throw the error first, or when you select a folder?
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.
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I'm sorry, I must have missed this earlier..
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.
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.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: 4.0.0.0 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: 2.0.80.18955 Win32 Version: 2.0.80.18955 CodeBase: file:///C:/Program%20Files/SphereII%20Software/7D2D%20Mod%20Launcher%20Installer/7D2DLauncher.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 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: 4.0.0.0 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: 4.0.0.0 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: 2.0.8.0 Win32 Version: 2.0.8.0 CodeBase: file:///C:/Program%20Files/SphereII%20Software/7D2D%20Mod%20Launcher%20Installer/log4net.DLL ---------------------------------------- System.Net.Http Assembly Version: 4.1.1.3 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: 4.0.0.0 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: 4.0.0.0 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: 4.0.0.0 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: 4.0.0.0 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: 1.4.11.0 Win32 Version: 1.4.11.0 CodeBase: file:///C:/Program%20Files/SphereII%20Software/7D2D%20Mod%20Launcher%20Installer/AutoUpdater.NET.DLL ---------------------------------------- SharpConfig Assembly Version: 3.2.7.0 Win32 Version: 3.2.7.0 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: 2.0.80.18955
7D2D version installed (default Steam directory): 17.2
Any suggestions for troubleshooting or getting info for you to debug are welcome.
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.
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Does it still work with V5.12 ?
Yes it does, playing both now.
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No, this is intentional atm. May be looked at later once Spell Retrieval is governed.
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)!
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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.
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hi! 5.1 you can use the horde sliders in whatever way you want. we still design with 14 days in mind, but have fun!
if you're discord enabled, feel free to join everyone here
Thank you for the info sinda, I'll leave it set at 14 and go from there.
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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.
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.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: 4.0.0.0 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: 2.0.80.18955 Win32 Version: 2.0.80.18955 CodeBase: file:///C:/Program%20Files/SphereII%20Software/7D2D%20Mod%20Launcher%20Installer/7D2DLauncher.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 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: 4.0.0.0 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: 4.0.0.0 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: 2.0.8.0 Win32 Version: 2.0.8.0 CodeBase: file:///C:/Program%20Files/SphereII%20Software/7D2D%20Mod%20Launcher%20Installer/log4net.DLL ---------------------------------------- System.Net.Http Assembly Version: 4.1.1.3 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: 4.0.0.0 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: 4.0.0.0 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: 4.0.0.0 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: 4.0.0.0 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: 1.4.11.0 Win32 Version: 1.4.11.0 CodeBase: file:///C:/Program%20Files/SphereII%20Software/7D2D%20Mod%20Launcher%20Installer/AutoUpdater.NET.DLL ---------------------------------------- SharpConfig Assembly Version: 3.2.7.0 Win32 Version: 3.2.7.0 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: 2.0.80.18955
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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🧙 Sorcery Mod - A21.2 Stable LIVE! (v1.94)
in Mods
Posted
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
Questions
Observations
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.