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Devrix

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Posts posted by Devrix

  1. 15 hours ago, the_event_horizonx1 said:

    Is there a way to make Sorcery more compatible with mods that add extra skill trees like The Wasteland or Action Skills mod? For instance when running The wasteland and sorcery together you get this error when trying to open the skills menu:

     

    NullReferenceException: Object reference not set to an instance of an object
      at ProgressionClass.get_ListSortOrder () [0x0000e] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
      at ProgressionClass+ListSortOrderComparer.Compare (ProgressionValue _x, ProgressionValue _y) [0x00014] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
      at System.Collections.Generic.ArraySortHelper`1[T].PickPivotAndPartition (T[] keys, System.Int32 lo, System.Int32 hi, System.Comparison`1[T] comparer) [0x00052] in <695d1cc93cca45069c528c15c9fdd749>:0 
      at System.Collections.Generic.ArraySortHelper`1[T].IntroSort (T[] keys, System.Int32 lo, System.Int32 hi, System.Int32 depthLimit, System.Comparison`1[T] comparer) [0x00069] in <695d1cc93cca45069c528c15c9fdd749>:0 
      at System.Collections.Generic.ArraySortHelper`1[T].IntrospectiveSort (T[] keys, System.Int32 left, System.Int32 length, System.Comparison`1[T] comparer) [0x00015] in <695d1cc93cca45069c528c15c9fdd749>:0 
      at System.Collections.Generic.ArraySortHelper`1[T].Sort (T[] keys, System.Int32 index, System.Int32 length, System.Collections.Generic.IComparer`1[T] comparer) [0x0001a] in <695d1cc93cca45069c528c15c9fdd749>:0 
    Rethrow as InvalidOperationException: Failed to compare two elements in the array.
      at System.Collections.Generic.ArraySortHelper`1[T].Sort (T[] keys, System.Int32 index, System.Int32 length, System.Collections.Generic.IComparer`1[T] comparer) [0x00036] in <695d1cc93cca45069c528c15c9fdd749>:0 
      at System.Array.Sort[T] (T[] array, System.Int32 index, System.Int32 length, System.Collections.Generic.IComparer`1[T] comparer) [0x00048] in <695d1cc93cca45069c528c15c9fdd749>:0 
      at System.Collections.Generic.List`1[T].Sort (System.Int32 index, System.Int32 count, System.Collections.Generic.IComparer`1[T] comparer) [0x0002a] in <695d1cc93cca45069c528c15c9fdd749>:0 
      at System.Collections.Generic.List`1[T].Sort (System.Collections.Generic.IComparer`1[T] comparer) [0x00008] in <695d1cc93cca45069c528c15c9fdd749>:0 
      at XUiC_SkillList.updateFilteredList () [0x001ab] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
      at XUiC_SkillList.OnOpen () [0x00064] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
      at XUiController.OnOpen () [0x00017] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
      at XUiController.OnOpen () [0x00017] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
      at XUiController.OnOpen () [0x00017] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
      at XUiController.OnOpen () [0x00017] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
      at XUiC_SkillWindowGroup.OnOpen () [0x00000] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
      at XUiWindowGroup.OnOpen () [0x00006] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
      at GUIWindowManager.Open (GUIWindow _w, System.Boolean _bModal, System.Boolean _bIsNotEscClosable, System.Boolean _bCloseAllOpenWindows) [0x000d0] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
      at GUIWindowManager.Open (System.String _windowName, System.Boolean _bModal, System.Boolean _bIsNotEscClosable, System.Boolean _bCloseAllOpenWindows) [0x00065] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
      at XUiC_WindowSelector.OpenSelectedWindow () [0x0005d] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
      at XUiC_WindowSelector.HandleOnPress (XUiController _sender, System.Int32 _mouseButton) [0x00011] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
      at XUiController.OnPressed (System.Int32 _mouseButton) [0x0000e] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
      at XUiController.Pressed (System.Int32 _mouseButton) [0x00000] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
      at XUiView.OnClick (UnityEngine.GameObject _go) [0x0003f] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
      at UIEventListener.OnClick () [0x0001c] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
    UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
    UICamera:Notify(GameObject, String, Object)
    UICamera:ProcessRelease(Boolean, Single)
    UICamera:ProcessTouch(Boolean, Boolean)
    UICamera:ProcessMouse()
    UICamera:ProcessEvents()
    UICamera:Update()

     

    Yes there is. ATM, all Compatibility efforts are frozen while bringing Sorcery to v1.0 (Lightning).

     

    1 hour ago, LipaCat said:

    I also have this problem, "IndexOutOfRangeException" appears when trying to place Spellforge in Sorcery v0.985 with Darknees Falls version V4-DEV-B30

    Sorcery A20 won't be made compatible with Darkness Falls again until DF reaches stable and Sorcery reaches v1.0 (Lightning).

    • Like 2
  2. 13 hours ago, Xasanak said:

    Despite maxing out rune mastery, certain runes arent unlocking for crafting.  Namely the Drain health/spirit/stamina, Spirit Well

    The Drains and Spirit Well unlock in v0.99. They were in previous versions to showcase their existence as loot-only. 🍻

  3.    sorcery-familiars-summons.jpg

     

     

    SORCERY A20 FAMILIARS HOTFIX (v0.985)

    • Familiar Friendly Retaliation: Attacking your Familiars at Rank 5 may cause you to become "Purified", smiting you down with Holy fury!
    • Familiar Multiplayer Spawning: Spawning often fails for connected Clients (huge thanks to @sphereii for the fix!)
    • Incantation Items: Permanent Items, such as Recall & Summons, would sometimes vanish.
    • Added: Sorcerer Desk updated with top Supporters
    • Added: Despawn Secondary Ability to Summon Omni Pack
    • Changed: Loot Abundance Game Setting fixed to 100% (prevent important item issues)
    • Changed: Arcane and Omni Pack Familiars better scaling physical base damage
    • Changes & Fixes: Lots of anticipated changes and tweaks! Discord #Changelog

    ℹ️ Works with exisiting Sorcery A20 Saves. ℹ️

     

     

     

     

     

    YOU AGREE TO THE FULL TERMS OF USE AND DISCLAIMER HEREIN BY DOWNLOADING AND USING THE SORCERY MOD:

     

    DOWNLOAD SORCERY

    1. Download: Sorcery-master.zip (latest version)
    2. Unzip: Sorcery-master.zip
    3. Drag-n-Drop: The two folders (Sorcery + Deep Pockets), found within the unzipped (Sorcery-master\Mods) folder, directly into your Mods folder (\7 Days To Die\Mods). Create the Mods folder here if it doesn't already exist.
    4. Verify Mod Path: (\7 Days To Die\Mods\Sorcery) + (\7 Days To Die\Mods\Deep Pockets)
    5. Disable EAC: EasyAntiCheat must be disabled through the Game Launcher for certain features to work
    6. Choose Difficulty (Optional): Change your Sorcery Difficulty from Normal (default) to Easy, Hard or Apocalyptic for the greatest challenge!
      • Drag-n-drop Chosen Difficulty from "SorceryDifficultyChangerMods" into Mods (\7 Days To Die\Mods)
      • You can change modes at will without restarting. Server-side, doesn't require clients to download.
      • If done correctly, you'll see the logo of your new Difficulty Mode in the top-right of the main game screen!
    7. Deport The Undead back to Hell: You're ready to play as a post-apocalyptic harbinger of the elements... may your training commence!

     

     

    MOD LAUNCHER

    If you already have the latest version of the Mod Launcher, simply run it and install Sorcery there. Otherwise, follow these steps to get started:

     
    1. Steam Sync: Open Steam, right-click 7 Days to Die, select Properties, select Local Files, select Verify Integrity of Game Files. This will ensure you're using a clean version of the game, which is required for use with the Mod Launcher.
    2. Download Launcher: 7D2D Mod Launcher
    3. Install Launcher: Run the launcher installer SetupInstaller.msi
    4. Run Launcher: Locate and select Sorcery within the mods list.
    5. Install Sorcery: With Sorcery selected, click Install Game Copy.
    6. Delete Mods Folder: You may be prompted to delete a detected Mods Folder; I recommend selecting "Yes". You can install additional Mods with Sorcery later, if desired.
    7. Pre-Sync Mod: Finally, select Pre-Sync Mod, then "Yes" you would like to download it.
    8. AWAKEN ESSENCE: Play Mod and you're ready to play as a post-apocalyptic harbinger of the elements... may your training commence!

     

    ** Game Updates: You must Uninstall and Reinstall Sorcery through the launcher when new game updates are released. Don't worry, your saves are safe and will be retained. If you experience any errors, repeat step #1.

    ** Visit @sphereii's 7D2D Mod Launcher Thread for more info regarding it

     

     

     

    CREDIT

    TFP for creating and improving this ridiculously awesome game, while also providing the ability to making this type of modding available. Special thanks and shoutout to @sphereii for the help with dll work!

     

     

     

  4. 22 hours ago, HETPE3B said:

    How to change difficulty?

    Packaged in the Sorcery download, you'll find a folder labeled "SorceryDifficultyChangerMods". Open that up, then choose one of the Difficulties there (named) and drag that folder into Mods folder. Final directory will look something like this:

    Mods\DeepPockets
    Mods\Sorcery
    Mods\SorceryDifficultyMode2_Hard

     

    • Like 1
  5.   sorcery-a20-public.jpg

     

     

    SORCERY A20 NOW PUBLIC! (v0.984)

    • Compatibility: Sorcery made fully compatible with A20!
    • New Intro: Narrated cinematic intro with storytelling and lore!
    • New Item: Recall Incantation (Enables teleporting back to base. Unlimited use, 1 Hour Cooldown.)
    • New Item: Omni Blood (Craftable at Alchemy Station)
    • New Item: Spell Knockback Rune (Spell Ammo pushes back their target)
    • Added: Arcane Familiar now works in multiplayer/server :arcane:
    • Added: Arcane Familiar improvements
    • Added: Fallen Camp Quests to traders!
    • Added: True Fallen Camp POIs that place into the modular system of A20
    • Added: Staff VFX on impacting harvestable blocks 
    • Added: Quest markers indicating Essence Bushes during intro quests
    • Added: Holiday surprise!
    • Changed: Base Spell Casting / Reload Speed increased
    • Changed: Spells now launch and travel more accurately
    • Changed: Spell Arrows and Bolts improved + better visibility
    • Changed: Added chance for Seed when Essence Bush bulb is destroyed
    • Changed: More Essence Bushes in Forest and native Biomes
    • Changed: Shrines - blessing duration increased, frequency reduced
    • Changed: Balanced Essence from Wisps and Bushes
    • Changed: Reduced Sorcery Intro Buff benefits
    • Changed: SFX for several stations (reduced whispers)
    • Changed: Native Biomes changed: Fire> Wasteland & Burnt, Lightning> Desert, Omni> Forest
    • Changed: Planted Essence Bushes now grow after 1 game day (1 hour) 
    • Changed: Shrines now recharge in 4 game days, down from 6
    • Changed: Omni Blood required in expensive recipes
    • Changed: Summoning Rituals require 1 less Fallen Blood
    • Changed: Lucky Runes no longer have Spirit Burden penalties
    • Fixed: Shrine Blessing duration inconsistencies
    • Fixed: Indestructible Rune not applying to tools, armor, clothing
    • Fixed: Recall Scroll no longer sometimes fails; now uses actual Teleport
    • Fixed: Recall Scroll couldn't be crafted; not detecting bedroll recipe
    • Fixed: Arcane Chest animation & sound removed; performance and stuck issues
    • Fixed: Armor Set intro kill quests would not complete with a kill 
    • Changes & Fixes: Lots of anticipated changes and tweaks! Discord #Changelog

    ℹ️ New A20 game is required due to additions and A20 conversion. ℹ️

     

     

     

     

     

    YOU AGREE TO THE FULL TERMS OF USE AND DISCLAIMER HEREIN BY DOWNLOADING AND USING THE SORCERY MOD:

     

    DOWNLOAD SORCERY

    1. Download: Sorcery-master.zip (latest version)
    2. Unzip: Sorcery-master.zip
    3. Drag-n-Drop: The two folders (Sorcery + Deep Pockets), found within the unzipped (Sorcery-master\Mods) folder, directly into your Mods folder (\7 Days To Die\Mods). Create the Mods folder here if it doesn't already exist.
    4. Verify Mod Path: (\7 Days To Die\Mods\Sorcery) + (\7 Days To Die\Mods\Deep Pockets)
    5. Disable EAC: EasyAntiCheat must be disabled through the Game Launcher for certain features to work
    6. Deport The Undead back to Hell: You're ready to play as a post-apocalyptic harbinger of the elements... may your training commence!

     

     

    MOD LAUNCHER

    If you already have the latest version of the Mod Launcher, simply run it and install Sorcery there. Otherwise, follow these steps to get started:

     
    1. Steam Sync: Open Steam, right-click 7 Days to Die, select Properties, select Local Files, select Verify Integrity of Game Files. This will ensure you're using a clean version of the game, which is required for use with the Mod Launcher.
    2. Download Launcher: 7D2D Mod Launcher
    3. Install Launcher: Run the launcher installer SetupInstaller.msi
    4. Run Launcher: Locate and select Sorcery within the mods list.
    5. Install Sorcery: With Sorcery selected, click Install Game Copy.
    6. Delete Mods Folder: You may be prompted to delete a detected Mods Folder; I recommend selecting "Yes". You can install additional Mods with Sorcery later, if desired.
    7. Pre-Sync Mod: Finally, select Pre-Sync Mod, then "Yes" you would like to download it.
    8. AWAKEN ESSENCE: Play Mod and you're ready to play as a post-apocalyptic harbinger of the elements... may your training commence!

     

    ** Game Updates: You must Uninstall and Reinstall Sorcery through the launcher when new game updates are released. Don't worry, your saves are safe and will be retained. If you experience any errors, repeat step #1.

    ** Visit @sphereii's 7D2D Mod Launcher Thread for more info regarding it

     

     

     

    CREDIT

    TFP for creating and improving this ridiculously awesome game, while also providing the ability to making this type of modding available. Special thanks and shoutout to @sphereii for the help with dll work!

     

    👑Supporters

    Supporters make ongoing development possible! Without your help, it would not be possible to put in the immense amount of time and effort required to design and create the plethora of unique assets that make Sorcery. 

     

     

     

      

     
     
     
    sorcery-discord-logo.png
    • Like 1
  6. 7 hours ago, the_event_horizonx1 said:

    Thanks for the quick response! But doesn't the version of deep pockets that comes with Sorcery have specific features meant to be used along side Sorcery? Will using different inventory expansion mod affect that?

    Deep Pockets is designed to be optional, maximizing compatibility with other mods. 

  7. 9 minutes ago, the_event_horizonx1 said:

    I get this error when trying to loot a dead sorceress (A19.6 Stable): 

     

    NullReferenceException: Object reference not set to an instance of an object
      at GameManager.TEUnlockServer (System.Int32 _clrIdx, Vector3i _blockPos, System.Int32 _lootEntityId) [0x000bd] in <4b1a8c809f0943a384283687c21422f8>:0
      at XUiC_LootWindow.CloseContainer () [0x000f6] in <4b1a8c809f0943a384283687c21422f8>:0
      at XUiC_LootWindowGroup.OnClose () [0x0006d] in <4b1a8c809f0943a384283687c21422f8>:0
      at XUiWindowGroup.OnClose () [0x00023] in <4b1a8c809f0943a384283687c21422f8>:0
      at GUIWindowManager.Close (GUIWindow _w, System.Boolean _fromEsc) [0x0000f] in <4b1a8c809f0943a384283687c21422f8>:0
      at GUIWindowManager.CloseAllOpenWindows (GUIWindow _exceptThis, System.Boolean _fromEsc) [0x00022] in <4b1a8c809f0943a384283687c21422f8>:0
      at PlayerMoveController+<>c__DisplayClass33_0.<Awake>b__29 () [0x00011] in <4b1a8c809f0943a384283687c21422f8>:0
      at NGuiAction.OnClick () [0x00010] in <4b1a8c809f0943a384283687c21422f8>:0
      at GUIWindowManager.Update () [0x00180] in <4b1a8c809f0943a384283687c21422f8>:0

     

     

     

    I don't have any explicit UI mods installed but I do have SphereIICore and NPC menus install. Is there any way to fix this?

    You can remove other mods one by one and narrow down the culprit. This is not a vanilla Sorcery issue, making it near impossible to troubleshoot for you.

  8.   

    SORCERY A20 NOW LIVE FOR SUPPORTERS!

    • Compatibility: Sorcery made compatible with A20 Experimental!
    • New Intro: Narrated cinematic intro with storytelling and lore!
    • New VFX: Staff visual effect on impacting harvestable blocks 
    • New VFX: Spell Arrows and Bolts improved + better visibility
    • Changed: Base Spell Casting / Reload Speed increased
    • Changed: Spells now launch and travel more accurately
    • Changed: Added chance for Seed when Essence Bush bulb is destroyed
    • Changed: More Essence Bushes in Forest and native Biomes
    • Changed: Shrines - blessing duration increased, frequency reduced
    • Changed: Balanced Essence from Wisps and Bushes
    • Changed: Reduced Sorcery Intro Buff benefits
    • Changed: SFX for several stations (reduced whispers)
    • Changed: Native Biomes changed: Fire> Wasteland & Burnt, Lightning> Desert, Omni> Forest
    • Added: Quest markers indicating Essence Bushes and relative stations
    • Fixed: Shrine Blessing duration inconsistencies
    • Fixed: Indestructible Rune not applying to tools, armor, clothing
    • Changes & Fixes: Lots of anticipated changes and tweaks! Discord #Changelog

     

     

     

    CREDIT

    TFP for creating and improving this ridiculously awesome game, while also providing the ability to making this type of modding available. A special thank you for making native modding easier in A20!

     

    👑Supporters

    Supporters make ongoing development possible! Without your help, it would not be possible to put in the immense amount of time and effort required to design and create the plethora of unique assets that make Sorcery. 

     

     

     

      

     
     
     
    sorcery-discord-logo.png
    • Like 1
  9. On 11/8/2021 at 7:07 AM, Vaeliorin said:

    It'd just be nice to be able to replace (almost) everything with Sorcery stuff, and I just really am enjoying the spell turrets and casting in general.

    There are definitely plans in the #roadmap to introduce a handful of additional Sorcery Traps, similar to this suggestion.  Also, "Ritual Traps" will introduce interactive traps that allow the player to charge up and release more devastating and supportive magics.

  10. 11 hours ago, Vaeliorin said:

    Just out of curiosity, how do people usually do with 3+ Fallen at a time?  I'm playing with Romero Mod (with the headshot bit turned off) and I just had a wandering horde (plus at least 4 screamers) at my base, and I ended up with 4 Ice Fallen, 1 Fire Fallen and 1 Lightning Fallen, and I died so many times trying to kill them.  I admittedly don't have very good weapons (I've been spending my time building and mining so far) but it seemed like if I got clipped by one of them (outside the fire one), they'd all be able to hit me because of the slow/pull of the ice/lightning fallen.  That meant pretty much instant death.

     

    Is there a trick I'm missing, or is it more of a "if there are 3+ fallen, just run" type of thing?

    sorcery-teaser-unholy-element.png

    The Fallen are definitely a feisty bunch that requires constant strafing and evading! There are a few tricks to help...

    • Silence Rune in any weapon/turret will prevent Fallen from healing self and others
    • Spell Turret(s) is extremely helpful in making quick work of them... try loading high tier Spells (ex. Comet, Meteor, Ice Storm, Firenado)
    • Skin Runes just released in v0.973 grant Elemental Resists of their type, reducing incoming damage!
    • Spell Traps scale off your Elemental Sorcery levelling the playing field... literally.
    • Don't Let Them See You in your base design... they'll unleash their hellfire missiles if they do. Instead, employ a design that'll force them closer (ex. into traps).
  11.  

    SORCERY FALLEN CAMPS+ (v0.973) NOW LIVE!

    • New Feature: Fallen Camp POI (Rare Stash, Class Runes and  more!)
    • New Feature: Elemental Bushes (1-hit harvest for abundant Essence)
    • New Feature: Shrines spawn randomly throughout the world (powerful buffs on cooldown)
    • New Feature: Plantable Immortal Essence Bushes (requires dirt, any light level, Seed can be moved)
    • New Feature: Holy Retribution Spell (granted by Shrines)
    • New Feature: Holy Purify Debuff (applied by all Holy Sorcery)
    • New Feature: Holy Purify Heal (heals targeted players)
    • New Mastery: Shrine Mastery "Worshiper" to Sorcery Perk Tree
    • Added: +24 Shrines (Touched, Drain, Potion, Scroll and more!)
    • Added: Tons of new Runes, Potions and Scrolls!
    • Added: Essence Bushes rare chance to drop plantable, immortal, seed! 
    • Changes & Fixes: Lots of anticipated changes and tweaks! Discord #Changelog

    New game not required for existing v0.96 or v0.97!

     

    ℹ️ Final Update before Sorcery A20 (v1.0 Lightning Overhaul)! If you've been waiting to play, this is the feature-packed version to dive into before A20 releases! Future versions of Sorcery will be on A20 + Experimental! ℹ️

     

     

     

     

     

    YOU AGREE TO THE FULL TERMS OF USE AND DISCLAIMER HEREIN BY DOWNLOADING AND USING THE SORCERY MOD:

     

    DOWNLOAD SORCERY

    1. Download: Sorcery-master.zip (latest version)
    2. Unzip: Sorcery-master.zip
    3. Drag-n-Drop: The two folders (Sorcery + Deep Pockets), found within the unzipped (Sorcery-master\Mods) folder, directly into your Mods folder (\7 Days To Die\Mods). Create the Mods folder here if it doesn't already exist.
    4. Verify Mod Path: (\7 Days To Die\Mods\Sorcery) + (\7 Days To Die\Mods\Deep Pockets)
    5. Deport The Undead back to Hell: You're ready to play as a post-apocalyptic harbinger of the elements... may your training commence!

     

     

    MOD LAUNCHER

    If you already have the latest version of the Mod Launcher, simply run it and install Sorcery there. Otherwise, follow these steps to get started:

     
    1. Steam Sync: Open Steam, right-click 7 Days to Die, select Properties, select Local Files, select Verify Integrity of Game Files. This will ensure you're using a clean version of the game, which is required for use with the Mod Launcher.
    2. Download Launcher: 7D2D Mod Launcher
    3. Install Launcher: Run the launcher installer SetupInstaller.msi
    4. Run Launcher: Locate and select Sorcery within the mods list.
    5. Install Sorcery: With Sorcery selected, click Install Game Copy.
    6. Delete Mods Folder: You may be prompted to delete a detected Mods Folder; I recommend selecting "Yes". You can install additional Mods with Sorcery later, if desired.
    7. Pre-Sync Mod: Finally, select Pre-Sync Mod, then "Yes" you would like to download it.
    8. AWAKEN ESSENCE: Play Mod and you're ready to play as a post-apocalyptic harbinger of the elements... may your training commence!

     

    ** Game Updates: You must Uninstall and Reinstall Sorcery through the launcher when new game updates are released. Don't worry, your saves are safe and will be retained. If you experience any errors, repeat step #1.

    ** Visit @sphereii's 7D2D Mod Launcher Thread for more info regarding it

     

     

     

    CREDIT

    TFP for creating and improving this ridiculously awesome game, while also providing the ability to making this type of modding available.

     

    👑Supporters

    Supporters make ongoing development possible! Without your help, it would not be possible to put in the immense amount of time and effort required to design and create the plethora of unique assets that make Sorcery. 

     

     

     

      Sorcery-Logo-Menu.png

     

    PLAY WITH DARKNESS FALLS
    (COMPATIBILITY PATCH UPDATED TO V1.23)

    Follow the instructions below (spoiler) to play Sorcery + Darkness Falls together: 

    Spoiler

    ‼️Install Darkness Falls first! (latest version)
    1.) Download DF: http://df-forum.sorcerymod.com/ (or use Mod Launcher)

    2.) Download Sorcery: http://download.sorcerymod.com (#📋terms-disclaimer | #📌changelog)
    3.) Download Compatibility Patch: http://df-download.sorcerymod.com/
    4.) Unzip: Sorcery-master.zip AND SorceryCompatibilityDF.zip
    5.) Drag-n-Drop: The single folder (Sorcery), found within the unzipped (Sorcery-master\Mods) folder, directly into the Mods folder (\Darkness_Falls_Directory\Mods). Create the Mods folder here if it doesn't already exist.
    6.) Drag-n-Drop: The folder (SorceryCompatibilityDF) directly into the Mods folder (\Darkness_Falls_Directory\Mods) of your Darkness Falls root directory
    7.) Verify Mod Path: (\Darkness_Falls_Directory\Mods\Sorcery) + (\Darkness_Falls_Directory\Mods\SorceryCompatibilityDF)
    8.) Deport The Undead back to Hell: You're ready to play as a post-apocalyptic harbinger of the elements... may your training commence!

     

     
     
     
    sorcery-discord-logo.png
  12.  

     

    Sneak peek at the new Aspect Rune Aura VFX! Vote on whether or not the effects should persist or vanish after activation in the Sorcery Discord:

     

    A Always | As-Is: VFX on activation and while aura remains activated.

    B Always | Reduced FX: VFX on activation and while aura remains activated but reduce persistent VFX.

    C Activation Only: VFX on activation with no persistent effects while aura remains active.

     

     

     

    sorcery-discord-logo.png
    • Like 1
  13. 1 hour ago, VicWint said:

    It's definitely a bug, and you should have reported it.

     

    But unless there's something specific about the sound file format, or something of that nature, I am pretty sure that this is a bug in the base game -- like maybe TFP have been using an approximation which gets messed up when the sound is too distant.

    The inverted sound issues are a base game limitation in how the engine processes "3d"  positional audio. All Sorcery audio is planned to be downsampled to basic stereo to work around the limitation. 🍻

    • Like 1
  14. On 8/25/2021 at 9:31 AM, Nickguy5467 said:

    "summon the fallen trio" how do you finish this quest if you die? it doesnt show as failed quest but is still active exccept the fallen are no where to be seen when you go back to where you died. should i just cancel it?

    Any Fallen killed in the wild will count toward the quest.

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