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Devrix

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Posts posted by Devrix

  1. The other thing to remember is that adding in summoned, controllable monsters and new monsters in general would STOP this mod being XPath.

    Because then you need to patch the DLL.

    There's a few tricks up the sleeve to achieve Summons / Companions / Minions without requiring this. They'll, of course, have a "mind of their own", but it works perfectly if "directly controllable AI" isn't the focus. We'll see what A18+ has in store to expand this even further.

     

    Elemental Enemies are coming soon after Lightning: The Awakened

    These will be vanilla entity variants, imbued with The Elements: Tiers 1-5 + Bosses, they'll possess very nasty and different abilities than walking around mindlessly. :)

  2. Fantasy Mod

     

    @ Devrix

    Have a question .. Why are there 2 version of this on the Mod Launcher .. 1 is called " Sorcery " and the other is called the " Fantasy Mod " ??

    Both are linked to the same home page. Just wondering … the Old Gamer .. :02.47-tranquillity:

    Fantasy Mod

    @Lichti is the the developer of Fantasy Mod, which is a fantastic Medieval Fantasy Overhaul of the vanilla game. Sorcery is automatically included with Fantasy Mod to integrate magic into the world, at Lichti's request. I'll be ensuring a full integration of the two (Essence drops where they should be, etc.) very soon here. Once that's done, I'll include more information about the integration of the two... right now, it's a pre-release WIP. :)

  3. Ok, found the error with Jaga's help. Ended up the HD modlets series caused the issue even though they shouldn't affect skills. Appreciated the assistance from all.

    Also, sorcery mod is one of the best thing to come since Valmod and Ravenhearst, Had been playing for a long time

    Awesome to hear on both fronts, thank you! Always a pleasure hearing from those enjoying the mod. Much more to come! :)

     

    Awesome, glad to hear it Icymage! And thanks for the kind words, I'm sure Devrix appreciates them.

    Absolutely. Thanks for all your help as usual! :)

  4. after updating sorcery, i faced NRE on accessing skill screen, any advise greatly appreciated, I have ravenhearst and sorcery and minor modlets that doesn't affect skills

    Sounds like something is clashing for you. Whether it's RH or one of the other Modlets. There are no recent changes that would trigger an issue in the skill tree. Can you give more information, please: Sorcery version (check console: F1 on startup), Mod Names (other than RH). When did you notice the error and when did you update RH/Sorcery? I know RH was also recently updated.

  5. (...) Edit: Tested, and host can take from client and visa versa, and it does indeed take the equipped spell (I switched from 3 diff spellcasts and a compound bow, an Ice, Ice Spike & Ice Storm spellcast, the host took one of each as I switched through but did not get an arrow when I switched to the compound bow.)

    This sounds like a vanilla game bug. Spellcast weapons simply use the "catapult" / bow mechanics for shooting and reloading ammo (Spells). This would be directly related to those mechanics, as Sorcery doesn't (nor can) change these mechanics directly to cause this issue. I'll do some thorough testing on P2P and report this directly TFP if I can properly reproduce it.

     

    I use this mod for the first time, everything work fine except for one thing:

    I miss every texture, just got a big purple halo everytime i try to launch a spell. ....

    Hi Axynours, this sounds like a graphical / GPU glitch or missing Mod Resources folder. A few things to try:

    • Update to your latest video card drivers
    • Check 7d2d video settings (try max/min both, restart each time)
    • Test the issue with other particle effects (Torch > Burning)
    • Ensure you're using latest game version: 17.2
    • Reinstall Sorcery

    Also, your computer specs would help: GPU, CPU, RAM

  6. I keep getting errors on my server. I placed the Sorcery folder in the /Mods folder on the server and I copied the localization from that folder into the /Data/Localization.xml file at the bottom but nothing. I dont have to install this locally do I? What about the SorceryMod.xml file included in the .zip? Please help, I am trying to use this in conjunction w/ DarnessFalls Overhaul

    Hi, yes... this must also be installed locally for the resources. Installation instructions for "Modlet"/manual install can be found on the 1st page of this thread. Can you provide more information or a log of the error(s)? Thanks.

     

    FYI: You'll also want to make sure you're installing Sorcery into the Mods folder of the Darkness Falls installation directory VS vanilla.

  7. Thanks for pointing that out, i just checked it out and can confirm that the version was not the same as i had.

    I don't use the launcher, so i checked in and loaded the newest version manually.

     

    Btw. may i ask if you plan to let fire attacks damage blocks as well?

    Maybe with an option, would be interesting to see the fire actually take care of not only zeds but cars and wood doors etc. as well .. in certain situations that can be very helpfull. You know the swissmagic spell XD

    No probs. YES on the block damage. For the Lightning update, I'm changing all Spells to do decent block damage based on their Charge / Stack level. Additionally, there'll eventually be a Spell Rune that'll add a good amount of Block Damage to Spells. Utility Spells and more Tool Runes are also planned. :)

  8. Finally got experimental downloaded and working. Have 5 ranks in sorcery and a fire spell cast and sorcery armor equiped. Still only at 100 stamina no matter what i do. On both the bar and the character page. Should I ask in darkness falls instead/as well not sure where the issue is. Really appreciate the help and responses though! awesome mod as always.

    I'll look into this prior to the Lightning update. It's very odd some are having the issue and others not. You aren't using a "carried over" save file from RH or elsewhere, are you?

     

    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.

    If time permits, Spirit may just be added as a standalone Resource VS Dual-Stamina Resource. Again, it's very odd this is affecting some DF players and not others.

     

    NOTICE TO ALL SORCERY USERS

    Acknowledge the <1 KB Sorcery Update within the Mod Launcher, whether you think you have the latest or not. If the Update is not showing for you, right-click Sorcery within Manage Modlets and Update. Otherwise, if playing Sorcery vanilla: Pre-Sync Mod on Sorcery directly.

    This is v0.7 with no additional changes, other than the version to help the Mod Launcher push updates through: v0.701. As Xylvier discovered, it's possible some people do not have the latest version/fixes for Sorcery, contrary to having "v0.7" installed.

  9. I searched for where you addressed the "CraftingTier" and only found that RH conditional part, since there is no "attTradesman" in DF,

    i then went and commented out all the :

    '<requirement name="ProgressionLevel" progression_name="attTradesman" operation="LTE" value="0"/> <!---RH: Compatibility -->'

    @Xylvier your Sorcery is not current, for one reason or another. This is old code that does not work properly. If you look at the current (4 days ago) Sorcery Progression on GitHub, the "LTE 0" lines no longer exist, as they didn't work out. I've raised the version of Sorcery to v0.701 within the Launcher as I suspect this is why the Mod Launcher didn't detect the same-day/hour "fixes"/later update, even with a forced "Update"/Pre-Sync/Reinstall. It'd be helpful if you can confirm this. :)

     

     

    NOTICE TO ALL SORCERY USERS

    Acknowledge the <1 KB Sorcery Update within the Mod Launcher, whether you think you have the latest or not. If the Update is not showing for you, right-click Sorcery within Manage Modlets and Update. Otherwise, if playing Sorcery vanilla: Pre-Sync Mod on Sorcery directly.

    This is v0.7 with no additional changes, other than the version to help the Mod Launcher push updates through: v0.701. As Xylvier discovered, it's possible some people do not have the latest version/fixes for Sorcery, contrary to having "v0.7" installed.

  10. Oh I didn't realize i'm supposed to be using experimental. I use just darkness falls. What is experimental?

    It *should* be working in non-experimental / 17.2 DF too, I know there's a hand full of people playing both. Maybe that's where the mention of the UI not reflecting the Stamina change came in. If that's the case, the Character Stats UI may show it. DF Experimental is the next major release of DF, which Sorcery is fully compatible.

  11. Even when weilding a spellcase my spirit doesn't go above 100. I thought I remember something on the darkness falls page saying they do not go above 100 with the UI or something like that. Is the spirit just invisible? In sorcery mod I start at say 210 and start running and it goes down from there. In darkness falls with sorcery I always have 100 even with a spellcast and it goes down from 100 immediately. I tried to take a screen shot but it was so poor quality you can't see the stamina anyway lol

    I tested before posting and it's working with DF Experimental and latest Sorcery v0.7. Have you updated to the latest version? Using other mods?

  12. Is there a way to get the sorcery gear to give me spirit in the darkness falls mod?

    Spirit works with Darkness Falls; It only activates while you're wielding a Spellcast weapon :)

    68747470733a2f2f692e706f7374696d672e63632f4d4b706a6d4d714e2f376432642d736f72636572792d7370697269747265736f757263652e6a7067

     

    Spirit Resource

    Spirit is your available Spellcasting Stamina. When a Spellcast weapon is equipped, Stamina is immediately affected by Spirit benefits, such as: Spirit Regen, Spirit Max and the Sorcery Attribute. These benefits are lost temporarily when switching to a weapon, tool or item other than a Spellcast. Additionally, all Spirit effects are disabled while Spellcasting or Channeling any spells or abilities. This is to maintain balance with Stamina as a separate resource. Stamina is still very important for obvious reasons.

     

    7d2d-sorcery-wiki.png

  13. Update / Feature Freeze

     

    sorcery-lightning-conjure-three.jpg

    Alrighty guys and gals, we're on an official feature/update freeze until the much anticipated Lightning Update. I gave this a couple days since the v0.7 release to ensure no unwanted surprises popped up. This freeze is needed to focus 100% on finishing Lightning.

     

    If all continues going well, Lightning will be released within the first week of May!

     

    "As prophecy and The Elders foretell, Arlene will be leading The Awakened in an assault against us... harvest that Essence and prepare for unspeakable encounters! The Awakened are not to be trifled with... such arrogant ignorance will be welcomed by Death itself."

    sorcery-lightning-arlene-awakened.png

     

    The Awakened

    Essence infused entities imbued with the very elements. As with Essence itself, The Awakened have evolved into many forms and are increasingly capable with each evolution. The most evolved of The Awakened can be... catastrophically deadly and should be approached with utmost caution and preparedness.

  14. I think, then, that it'll be best to swap over to Experimental... though in that case, I miiiiiiiight just cheat a little and give myself a lathe. I can't tell you how long it took me to find one of those blasted things the first time around (still love your mod though, Khaine. :p).

    Your secret's safe... for a bit, at least! ;)

  15. I'm not sure where the auto-update option is. Is it the 'Refresh Mods Automatically' option? If so, that is off. May just be easier to swap over to Experimental, as you've suggested. I don't mind starting over... each new map brings new fun. :D

    I personally enjoy starting new worlds frequently, as well... keeps it fresh and exciting! :)

    "Refresh Mods Automatically" is the option, yes, but to be safe I always recommend a "Pre-Sync Mod" directly on Sorcery in the Launcher (if using only Sorcery) to be safe.

     

    Otherwise, if using Sorcery with an overhaul like Ravenhearst or Darkness Falls, go to that mod in the Launcher: Manage Modlets > Sorcery > Update

  16. I've no idea how that could happen since I'm launching through the mod launcher, just figured I should report the issue. This mod is the only I've been playing lately, because its fun and all. Suppose I'll just get back to grinding for levels and reacquire skills. If the save did somehow get borked, can always restart.

     

    Thank you again, for the mod and the response.

    To be safe, I'd recommend an uninstall and reinstall of Sorcery (without loading back into the game), then revert to your original backup save. You could then optionally give yourself the missing levels: F1 > dm > giveselfxp 9999

     

    Sorry I couldn't be more helpful. I'll keep a look out for any similar issues.

  17. .......

    when I logged into the game today, well.. all my character stats were reset. I always copy and back up my save files in case something gets corrupted. Took a screen to show this, hence me having steel tools and such. Even if its not able to be duplicated, none of my gathered items in chests disappeared, and my tower in the making is still there. I'll keep playing, just.. well that's annoying.

     

    Any help or insight would be appreciated.

     

    Edit : am using mods other than Sorcery, the HDHQ texture pack ( 2K version ) and some of the modlets available via the launcher.

     

    https://i.imgur.com/PUoEifz.jpg

     

    https://imgur.com/a/F7KAMsI

    Hey Seeker, the only other time I've seen this problem happen is if a Sorcery save is loaded without Sorcery, even if only briefly. Not sure if that's a possibility for your situation, but this is the only report of the problem. The latest update v0.7 does not alter or remove skills in any way that would cause a reset.

  18. It's not just that I have to add the Localization stuff with every update. I have to add it every time I run the game. It always reverts back to default. Haven't tried with Experimental.

     

    That means you likely have auto-update turned on for the modlauncher.

     

    Its detecting the localization file is different and thus re-acquires it from gitlab.

    Thanks for the clarification on this, Khaine.

  19. It's not just that I have to add the Localization stuff with every update. I have to add it every time I run the game. It always reverts back to default. Haven't tried with Experimental.

    That's a strange new one, guessing it's isolated. I hear DF Experimental is a nice improvement.

  20. Is it normal for Darkness Falls to revert its localization (and many other files, like the sounds file (♥♥♥♥ you, Trader Rekt)) back to its default when running the game? I tried setting it to read-only, but that only prevented the game from running. I already have memorized what most of the perks do, so it's not precisely a problem, but it does make some things awkward to not have the text.

    I consider Localization 100% mandatory for Sorcery, as without in-game text it's nearly impossible to play.

     

    Luckily, DF Experimental will handle your Localization installation automatically when running the game with Sorcery.

    So too, will Ravenhearst 5.2 when it's released.

     

    If you're not playing with DF Experimental, you will be required with every update of Sorcery / DF to also re-add the Sorcery Localization.txt contents into the end of the DF Localization.txt file... a PITA, for sure. That's why Khaine and the RH team are including the Automatic Localization Handling, going forward.

  21. sorcery-logo-splash.png

    v0.7 Is Now LIVE!

     

    Sorcery v0.7 Features

    • Stable: Playthrough Ready
    • NEW: Spell Charging (See Notes)

    • NEW: Stack Overhaul (See Notes)

    • NEW: Sorcery Crafting now tied to <Element Mastery>

    • FIXED: Multiplayer Bugs (See Notes)

    • FIXED: DF Sorcery Crafting

    • FIXED: RH Sorcery Crafting

    • FIXED: Certain Entities were immune to Spells (DF/RH/Custom)

    • FIXED: Unreliable Rune Damage / Effects

    • BALANCE: All Spells now properly rely on Stacks (Orbs)
    • BALANCE: Kill XP expires shortly after leaving vicinity of marked foes

    • UPGRADE: Sorcery Framework upgraded for even better performance and compatibility (See Notes)

    • ...there's a very loud thunder in the distance

     

    Spell Charging / Stack Overhaul

    • VISUAL: Stacks are now visually represented by Spellcast Orbs

    • ORBS: The number of Spellcast Orbs visible around the wrist is the number of Stacks you'll add on each hit

    • LASTING: Stacks now persist for 10 seconds for all foes and only expire when you stop casting same element Spells

    • REFRESH: Stacks are refreshed for all foes while casting Same Element Spells

    • Tier 2+ Spells now properly rely on stacks for their impressive damage/effects

    • CHARGING: Spells can now be Charged to Apply Stacks to your foes on impact

    • MAX CHARGING: Tier 1 Spells are the only spells that can Charge Max Stacks, while Tier 2-5 can Charge one

    • SYNERGIES: See the in-game Spell Descriptions within the Sorcery Skill Tree for detailed Stack synergies and usage across Spells

     

    Multiplayer / Dedicated Server

    STABLE: The nasty multiplayer bugs have been worked around and exterminated! Sorcery has been extensively tested in P2P and Dedicated Multiplayer environments: Vanilla, Ravenhearst and Darkness Falls to ensure maximum stability and compatibility.

    ** A very special thank you to Jaga for providing the dedicated server, directly helping with the multiplayer testing and for providing valuable feedback this past week!

     

     

    Ravenhearst

    Residents of Ravenhearst will no longer run into foes immune to Spells; No one escapes Elemental Annihilation! Additionally, residents may now enjoy higher quality Sorcery Crafting based on <Element Mastery> of the item you wish to craft. Sorcerer Armor will look for your Highest <Element> Mastery level.

    NOTE: At least 1 point into Tradesman is required to activate.

     

    Darkness Falls

    Residents of Darkness Falls will no longer run into foes immune to Spells; No one escapes Elemental Annihilation! Additionally, residents may now enjoy higher quality Sorcery Crafting based on <Element Mastery> of the item you wish to craft. Sorcerer Armor will look for your Highest <Element> Mastery level.

    NOTE: Due to the non standard scale of certain DF Entities, some Spells may be invisible or supersized on these entities.

     

    Lightning Update

    This past week has been riddled with intense bug workarounds and patching to ensure full stability in Multiplayer. Inevitably, this has consumed a solid week of Lightning development time. However, I've made excellent progress with Lightning already and am determined to unleash the storms of nature within the 1st week of May!

     

    Even better news is that Sorcery is now fully stable and officially playthrough ready in all game modes. This is great news for now and later. :)

     

    I'll leave you with this Lightning teaser:

    You're guaranteed to experience a unique caster playstyle that works... shockingly well with the other elements! You may even find an Easter Egg or two... or three! ;)

     

    I notice on the front page for this update it says see notes for an explination of a few things. Where are the notes? I'm probably just blind but can't seem to find them and am excited to see what all changed.

    Snuck the patch notes on the main thread, last page... fighting against limited space :p

    https://7daystodie.com/forums/showthread.php?109145-Sorcery&p=966216&viewfull=1#post966216

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