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Devrix

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Posts posted by Devrix

  1. Thanks for fixing it. The mod is badass.

    Indeed! :)

     

    Imho the 1. frost spell with its slow is to powerfull in comparison to the fire one i think. get rid of the aoe, dot, or drastically reduce dmg.

     

    if we are ment to combo the spells, can you enable dual wealding? like in skyrim :) Equip 2 seperate spells or combine the same spell twice for bigger effect.

     

    also the crafting proccess is a little boring. press button -> done. would it be hard to add some random stats to the crafts or craft-crit which would keep us crafting the same spell over and over again to get that perfect roll. Nights are boring, so this could fit nicely as a time sink :)

     

    also different zombies reacting differently to the elements would be fun (resistances & weaknesses).

     

    when you are going for the "caster mele options" how about the different elements boosting the 3 kinds of mele we already have?

    mace against frozen targets (shatter) - extra dmg / kill if low

    knive is lightning (fast as) - chop up parts even more easily

    axe is fire (no clue why) - chance for small explosions when hitting burning target?

     

    weappon enchant spells?

    Balance: I agree and all spells are currently being balanced with the Lightning update. :)

     

    Crafting: I took the random stat approach at first, but one of the biggest drawbacks is not being able to show random/dynamic stats in the item display, completely breaking this approach (xml only). I have a few ideas on paper that might make this more interesting later!

     

    Deeper Elemental Effects / Interaction: Coming with The Awakened (Sorcery Zombs) ;)

     

     

    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).

     

    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.

    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.

  2. mele dmg against burning z's is also increased right? i quite like that aspect. fells a liitle powerfull, but good so far.

    Melee damage hasn't been increased or adjusted in any way. Could be the Fire DOT effect you're noticing.

    All spells are seeing a balance pass in the Lightning update coming soon.

     

    Weapon / Tool "Enchants" and "Runes" will allow regular weapons, ammo and tools to be "spellified" in a later update... it's on the list! :)

  3. v0.69 Hotfix Patch - Dedicated Servers / RH / Spellcast Vanishing

     

    v0.69 Hotfix Patch

    This Hotfix Patch for v0.69 resolves an issue with RH/Dedicated Servers where your Spellcast could disappear while channeling Secondary.

    Additionally:

    - Spells now shoot through bars and similar objects

    - Spells and Spellcasts no longer shift-click into the fuel slot of the Conjure

     

     

    ** Special thanks to @ZombieJesus for discovering and reporting this anomaly

  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?

    Potential Bug Reports are fine here in the thread.

     

    Lightning is zapping along splendidly!

    sorcery-lightning-arlene-awakened.png

    In honor of torturing Arlene repeatedly, she'll be the first of The Awakened to lead the assault against us...

  5. I am having trouble with this mod, i'm using A17.2 and the non-SDX version. I've copied files onto both client/server and altered (copy paste) localization to both as well. However, when playing, in my skill box, it all shows a blank. Even the introbox shows a blank. All i get are the assigned name values but no actual info text in the text boxes.

    Hi Kilroy, you must follow the Localization steps carefully to get text/descriptions/names in the game. This Localization copy/paste is required by all Modlets. Check out the install instructions and you'll see the Localization steps there.

  6. see previous

     

    Hey, i have that issue too. My spellcast item dissapear after a while from continuous use of the right mouse button, have happend 5 times or so. Its a little anoying but not the whole world. can just cheat in a new item if needed. And i am also playing on a server with ravenhearst and sorcery.

    Alrighty guys, to clarify:

     

    This issue is happening specifically on dedicated servers, while using Ravenhearst + Sorcery, and only when the Charge ability of Spellcasts has been unlocked (channeling secondary/right mouse click)? Can you further narrow down the level of Spellcast Mastery and <Element> Spellcast this is occurring with?

     

    ZJ, could I could get access to your server with privileges to reproduce this?

     

  7. Hello! OK, it's working. Great :)

    I seem to have a bug report. I am running newest Ravenhearst with newest Sorcery (I updated it about 10 minutes ago, but it is still version 0.69.)

     

    If I use the right-click button with a spellcast item equipped... the spellcast disappears permanently and instantly. It instantly vanishes and if I want another one I have to craft another one and it takes 4 minutes.

     

    It's possible that to trigger this bug you have to be holding right-click (altfire/zoom in my config) and then click left-click (fire). It appears right-clicking is all I have to do, but to be honest, it is really hard to test this bug without cheating because the item takes 4 minutes to craft and vanishes in an instant if you click the wrong button.

     

    If you want any other info, like what skills I have picked, just ask.

     

    Update: I have tried carefully holding down the right click, causing a charging animation (I don't know what it actually is, just gingerly testing the thing). That doesn't wreck it. Regular firing it, also fine.

     

    What breaks it is holding down the right mouse for a short time, maybe not long enough to trigger the charging animation, then also pressing left click and canceling that charge pretty fast. You'll go from fire spellcast to empty hands in two clicks. It just disappears.

     

    Another edit: Also, I dropped some fire spell items and they just fell through the ground and vanished.

    Gonna stop using this mod now I think.

    Hi, this sounds like an isolated incident that you're having.

    Is it possible you're accidentally dropping the Spellcast by pressing "G"/drop key? (I've done this in the past many times).

    If not, are you using any other Mods than Ravenhearst and Sorcery?

    I've tried everything, including uninstalling/reinstalling both mods and cannot reproduce the issue you're reporting.

     

    Regarding the Spells "exploding"/disappearing on drop, this is 100% intentional. Spells are programmed to explode on impact/drop to prevent retrieval, in some cases. If you want to share spells with friends, place them within a container.

     

    I'm happy to continue trying to help you, but currently, you're the only one reporting this issue and I cannot reproduce it with the information you've provided.

     

     

     

    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)!

    Glad you're having fun with the mod! :)

    While working on Lightning I'm also looking into governing Spell Retrieval. If that gets figured out, I'll enable the shooting through bars/openings.

  8. just out of curiosity, me an a friend of mine are doing a MP game and found that the lighting is disabled, anyway to fix that, we are interesting in testing it out since we have found we love the fire and ice!

    @dark_angel glad the two of you are enjoying the mod!

    Lightning is not released yet. Should be out by the end of this month... save that Lightning Essence! :)

  9. New Sorcery Wiki Entry

     

    Spell Stacks / Orbs

     

     

    Applying Stacks

    Consecutive direct hits with Tier 1 Base Spells, such as: Fire Spell, apply what's referred to as an elemental Stack. These Stacks multiply all spell damage and effects, for all Spells, for each Stack. Certain perks, items and effects (as specified) are also capable of applying Stacks.

    Stack Orbs

    Stacks are visually represented by Elemental Orbs found at your foes feet. Stacks have no limit, though the visual Orb representation of them will stop at four... for preservation of sanity.

    Stack Limits

    Stacks can be applied... infinitely, though they will expire after some time of no activity. Expiration of stacks does not occur if you have special perks or items that alter this mechanic.

    Stack Refresh / Consumption

    All stacks on a foe are refreshed by consecutive hits of the same element that applies stacks. Certain effects require and rely on stacks to trigger, typically consuming stacks in the process.

    Stack Strategy

    Tier 2-5 Spells rely heavily on Stacks for maximum damage and effect. It's wise to apply stacks to your foes, while they are affected by Tier 2-5 Spells, for maximum damage and effect. This is particularly true at later game stages when the nasties arrive.

     

    7d2d-sorcery-wiki.png

  10. watching kages playthrough of your mod devrix first i wanna say awesome work and second this may be asking alot but is there a way you can add a replica of hogwarts castle into your mod? :)

    I personally won't be adding any POI's as I want to focus all of my time on the Sorcery gameplay itself: Spells, Items, Traps, Crafting, Entities, Quests, FX, Balancing.

    However, Sorcery is highly compatible with many other mods, including those that add new POI's to the game (and I intend to keep it this way). So feel free to browse and use those as you shouldn't have any problems! :)

  11. Unfortunately I am using a number of modlets, but nothing that should be interfering with loot. Got the latest gameversion. I was just seeing if this was part of the sorcery mod as I try to troubleshoot and see what's up.

    Definitely should be getting loot. Sorcery only adds to loot, nothing is removed or altered.

     

    You're the only person reporting the issue, so my best guess is one of the mods you're using is the culprit and/or one of the Mods+Sorcery don't like each other.

     

     

  12. Seems to be something up with the latest version, or is there not supposed to be any loot in containers? I'm getting empty cabinets, bird's nests, mailboxes, dufflebags, everything is empty.

    Sounds like something else is interfering. Loot hasn't been touched for some time.

    Are you using any other mods? Latest game version?

  13. I wanna shed some light on a couple frequently asked topics...

     

    USE A SPELLCAST WEAPON FOR EACH SPELL

    Due to an existing Game Bug, you will not cast a newly loaded Spell UNTIL your first shot or you SWITCH AWAY from and back to the Spellcast on your Toolbar. This bug applies to all "Catapult" and "Launcher" Class weapons (Bow / Rocket Launcher / Spellcast).

     

    Luckily, an easy and preferred solution is to use a Spellcast Weapon for EACH Spell. This is the best and most comfortable way to take advantage of all the Spell synergies and to to build up "Stacks".

     

    Game Bug Report

     

     

    XP FROM TRAPS / CLOSE PROXIMITY KILLS

    I recently implemented a feature that "marks" foes within close proximity to the player. This opens up a lot of new feature capabilities for later and grants the player XP for Trap Kills, so long as they're within close proximity to the entity when they die.

  14. Daily Trader Restocks

    Delmod: Kitchen Mod

    Donovan: Mega Perks, Mega Stacks

    Farm Life: Base mod, Icons, Models

    Guppycur's Placeable Lights

    JaxTeller718 mods: Car Loot Fix, Eggs in Fridges, Faster Vehicles, More Bones, More Quest XP (possible culprit?)

    Khelldon's mods: Bigger Buck and Doe, Starter Crate

    Learnable Attachment Schematics

    Ragsy: Better Gyro Handling

    RussianDood: Solar Panel mod

    S420: Car Respawner, Bigger Backpacks and Storage

    SMX: SMX Hud, Hud Icons, Hud Stats, Encumberance configuration

    Snow Berry Farming

    Sorcery (of course)

    Spherell: Mod localization hook (no idea what this is. I didn't download it on any of my installed packs)

    StallionsDens: Mining Machine, Pallets, Store Shelves

    Wolfgang: Trader opens at 4:20am

    If you're only getting the error message under the circumstances you mentioned, there's the possibility that you either added or removed a mod that caused a shift in Item ID's. This would trigger the error message for any mod/modlet that adds/removes items.

     

    Unfortunately, I can't provide further support for such a vast list of mods.

  15. Ok, got the error: NullReferenceException: Object reference not set to an instance of an object. Oddly, it also prevents me from exiting the game, giving the same error.

    Hi, can you give more information, please:

    • Mod Launcher or Manual?
    • Game Version: 17.2 b27?
    • New Game / Existing game?
    • Using Other Mods / Sorcery Only?

    Thanks!

  16. Hell yeah! Nice work! People are going to LOVE this! I saw you stop by Discord. Feel free to post this up in there if you like you have my permission.

    haha glad you approve... never know who's a mage hunter or not! Awesome work to you and the team, as well, for all your hard work!

    I'll keep an eye on future updates and maintain our marriage. :wink-new:

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