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Devrix

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Posts posted by Devrix

  1. Ravenhearst overhaul compatability

    It's true that the complete overhaul mods (most likely) are going to be a PITA due to the massive amount of core game changes they make.

    HOWEVER, I'm convinced it can't be THAT difficult and will take a peek at it.

    Ultimately, it'll be up to the owners of the incompatible mods if they want to "adapt" Sorcery to their mod, which they are absolutely welcome and encouraged to do. I'll work with them to reasonable extents to help ensure compatibility.

     

    Hey Devrix

    Thank you for this awesome mod. i started a new save yesterday and played my first day.

    As i only played one hour, i can't exactly give you much feedback right now but i noticed something that i wanted to share with you:

    the fire essence is best gathered by going to bunt biome and gathering the burnt trees (oil and coal arent exactly an option earlygame as digging takes too long). i noticed that the small thin burnt trees dont give the essence (chopped down 5-6 of them and got none) maybe its intentional or maybe not, i just thought i'd tell you about it :)

    additional to that i noticed that out of the different burnt trees (300 hp, 900 hp, 1200 hp) all trees give you 2 pieces of essence. (just 1 skillpoint in motherloade, using a stoneaxe) i kinda expected the bigger trees to give me more essence. again: could be intended. not a complaint just an observation :)

    really looking forward to play again today and continue my way to be a mastersorcerer :)

    Hey there, glad you're liking it so far!

    These were intentional, but after starting a playthrough myself I see what you're saying and agree 100%.

    The next release will have these changes and a few others. :)

     

    Wew Nice mods thank soo much and i'm sorry for bad english cuz İ'm Türkish.İ tryed with DF but when click skills i get error :S

    But i hope it will fix :)

    Thanks so much again for this mods @Devrix

    I've added a compatible/incompatible list to the main thread, along with a notice to all modders stating that I'll work with them to reasonable extents to help make Sorcery compatible with their mod.

     

    Overhauls, especially, as stated will require "upkeep" and constant balancing on the mod owners end.

     

    Sorcery is intended to play nice and be used by anyone and everyone. I'm sure as the popularity of Sorcery grows, so too will the interest of doing the extra required steps of integrating into existing mods.

  2. Thank you for a beautiful Mod! And I like how you did the install.

    I was wondering if I could do Japanese translations for it, so that I can distribute it to my Japanese friends for them to play.

    I wouldn't be changing anything else, just translating all the words in the game to Japanese so that they can understand how to play it.

    Absolutely, and thank you... glad you like it so far! :)

    Edit: also, thank you for changing my forum title from "Scavenger" to "Survivor" with this post haha

  3. Alrighty guys, so I'm a few hours into playing a vanilla Sorcery playthrough....

     

    As you can see from this pic, you cannot just start the game off as a badass Sorcerer... similar to how you can't start a new game with infinite rockets, ak47 ammo, etc. lol

    devrix_1st_sorcery_playthrough.thumb.jpg.438f53f138d3f4936bce26a472b574bd.jpg

     

    Let's see....

    • Encumbered max (yes, I'm a scavenger!)
    • Broken leg
    • and was overheating before finding the duster lol

    HOWEVER, I did make a million pit stops at POI's (120m days) instead of jumping right into Sorcery.

     

    Ok, so I wanna give a heads up and another beginner tip:

    • The Sorcery Intro Quest will "reimburse" your initial Sorcery skill points, essentially granting you free tier 1 Fire Spell and weapon access... so don't be discouraged over the initial "cost" of becoming a Sorcerer. It should take some work after all.
    • Get at least two points into Essence Mastery ASAP and harvest boulders for fast Essence.
    • Using Molotov Cocktails on groups is a good pre-fire spell substitute.

    In future updates, I'll be adding a handful of Sorcery Quests that'll grant skill points for Sorcery to help progression.

    These will be craftable at a Conjure, some found in loot and others at a trader.

     

    Anyway, just wanted to share... the work required to get to crafting Spells is worth it! :)

  4. are we there jet? :D

     

    I have no clue about the processes, but will it be integrated with the mod launcher?

    as modlet? if so what rework would you recommend?

    or will it be a complete rework on its own?

    We're super close and will be ready for our Thursday release!

    Firenado was the only major performance culprit in testing (at 64 zombs), so tweaking further this evening, testing and making final changes up until Thursday release.

     

    Sorcery is currently an XML only Modlet that can be used with new or existing games (we need to further test the latter to fully confirm this).

    All that's required is "drag and drop" AND the extremely important step of modifying the Localization changes. The Localization changes are found as simple copy-paste text within the mod file you'll download. You'll then have to open the main Localization file of the game (as required by all modlets) and paste the additional copied text there.

     

    It'll be important to remember that the Localization changes are required every game update.

    This may change by TFP later, but that's how Localization works atm for non-SDX mods.

     

    @sphereii is looking into a possible sexy solution to integrating Localization handling for Sorcery.

    In addition to that, we will make Sorcery available through the Mod Launcher... with or without the auto-Localization handling. :smile-new:

  5. Alrighty guys, for the sake of an enjoyable experience, I'm spending this weekend finalizing, testing and balancing with a local friend.

    We'll be testing SP and MP to ensure an awesome experience!

     

    Sorcery will be officially released in "alpha", with Fire and Ice, Thursday the 28th of next week.

     

    Sorcery Alpha

    In its "alpha" state, Sorcery is fully playable with Fire and Ice.

    All essential features, such as: The Sorcery Attribute, Skill Tree, Spellcrafting, Spellcasting and Essence Harvesting are fully implemented and working.

  6. Awesome feedback and ideas, gents.

     

    A lot of these will come to life when we bring the zomb/NPC Sorcerers to life. I've already prepared a handful of the code to implement them with some cool unique effects. Most likely, upon getting Lightning finished, we'll tackle "Essence-tapped Zombs" (similar to what you're saying @Tristam). As mentioned, this will def bring the story/feel to life.

    @HungryZombie: Love Constantine. Ghost Rider's obviously a bad ass, too.

     

    On a side note: I'm currently balancing all Essence drops and Spellcrafting, while doing some final touches to the "Fire Alter/Conjure".

    I'll get a video of the Spellcrafting in action soon.

  7. Thank you @Devrix. I'll keep an eye on this thread. If you ever want someone to bug pick your brain about features, I'm around. But as you said: one thing at a time. Keep up the awesome work.

    Thanks, all feedback and testing helps. I'll actually reach out to you soon here.

     

    i'd approach all of this less from a magic perspective, but rather from a mutation one. No clue about the details from fallout 76, but about this setting.

    Ah, don't you worry about that... we'll be taking care of it through quest lore hints.

     

    I'll tell you this: cheap, gimmicky, completely unexplainable "magic"... Sorcery is not. There's a reason the word "magic" isn't used anywhere throughout the mod, though you wouldn't fully know that yet.

     

    Sorcery (the mod, attribute and class) is a direct result anomaly of the "nuclear" fallout of the zombie apocalypse:

    "If the world thought the apocalyptic aftermath of animated corpse (and acid spitting fiends) was the only sight to fear, wait until they meet a Sorcerer..."

     

    Small and subtle lore hints like this will continue to be spread throughout quests, items and spells.

     

    There's always going to be that "magic" feel, which isn't completely a bad thing, but I'll personally ensure it remains a mature, semi-explainable, "holy ♥♥♥♥ I just blew off/exploded a limb" thematic "it's pretty damn cool being a post apocalyptic anomaly" theme.

     

     

  8. Quick Update:

    Elemental Conjures (spellcrafting and sorcery stations) are now implemented and fully functional with custom model, animation and sound. These altars, or "Conjures", are used to craft spells and other major sorceries. You perform the ritual using none other than Essence. In turn, the ritual will store the essence you've fed it for crafting (similar, but not identical, to a forge).

     

    Progressive rarities of Essence provide progressive levels of the element you're crafting with. (ex: Dormant Essence = Fire, Core Essence = Fire2, Primal Essence = Fire 3)

  9. What about Elemenetal "Stations"? Basically, alters or workstations that provide a benefit to those who use them? There could be some basic features anyone could use, and some advanced features only masters could use.

    Stations are definitely a planned necessity in the form of "Spellcrafting Alters" where you'll have to craft your spells and will be able to augment them (governed by your mastery). I like the direction of co-op/teamplay you're taking it. As will bullets, we must govern creation and augmentation.

     

    I'd also like to see defensive and utility features to each element. Games are quick to make offensive options, but no one things to make defense or utilities. Like Earth/Ice making stairs or blockades, temporary armor, or slowdown effects on enemies.

    Agreed. So far: we have minor mending and cauterization for the Fire Spellcast, then Ice Shield for the Ice Spellcast (working on this atm). We'll keep expanding on this and branch it out as you're suggesting.

     

    resistances. fire tree makes you resistant to burning and heat, ice makes you resistant to cold?

    TFP appears to be working on full implementation of elements and damage types behind the scenes... this will go perfectly.

     

    Another absolute planned feature, which will resonate with what you've been suggesting @Tristam, are elemental traps that'll consume/run on Essence. These will be capable of all sorts of awesomeness, including what you've mentioned.

     

    Absolute goal right now, which is going great, is getting the core features and playability to you guys (and myself) so we can enjoy, test, balance then build from there. We don't wanna get too far ahead of ourselves before balancing and optimizing the core. A LOT of sexiness is planned though... that I promise. :rapture:

  10. earth magic could be more of a supplemental magic. no combat at all, but healing, mining or digging, and crop growing. a completely noncombat branch.

    use earth magic to farm essence?

    Good ideas with the non-combat branch. Healing is making it in multiple forms, for sure.

     

    looks awesome! i want dis in my life :)

     

    i would really love a blink (short self teleport) spell

    also becoming a necromancer is an obvious magic shool choice :) maybe even playable on a phone? :D

    Been contemplating a teleport spell... we'll probably sneak it in.

    Necromancy will probably be tied in with Dark/Blood/Poison when we get there.

    ...should we scrap Sorcery and make a mobile version instead, or leave it to "Immortal"? :rapture:

  11. I would like to be able to transmute corpses as a way to get some essence. Especially if it was based on the corpse in question. Burnt zombies give fire, Lumberjacks give ice, and animals give a generic one that can be used for anything.

    I thought about and like the biome-specific entity essence extraction too, whether it be a corpse OR we could extract while they're alive... that could be fun, no? :rapture:

     

    Regarding the Essence Tree and hacking it with an axe... unfortunately, I agree with you that it feels off.

    Was an attempt to tap into all mining systems, but we'll just keep the lumberjack activity isolated to the biome and planted trees. I'll put more thought into the Essence Ritual, as they're intended to be the "holy ♥♥♥♥ I can't wait to do this!" deal.

     

    I'll implement corpse essence harvesting now (choose animal mats or essence) and possibly "living entity" essence extraction.

     

    Also, the mentioned farming... absolutely. Either planting Essence directly, or crafting seeds from found/combo essence (feedback here would help).

     

  12. Good feedback, gents. Additional elements are planned beyond the success of implementing the primary three: Nature/Poison/Radiation (as mentioned, themed around the fallout), then Dark/Light of sorts.

    Also, I'm a fan of companion/pets of sorts too... we'll sneak something in, one way or another.

     

    Everything will remain themed around the biomes and existing story/content as much as possible.

     

    Regarding NPC's, I'm 100% intending on tapping into the A18(?) Bandit system when it arrives and making friend/foe Sorcerer's a thing. Beyond that, I think my time will be best spent on further expanding Sorcery and its systems directly, versus trying to get into character modelling and animation (not a quick or light feat).

     

    So in a nutshell, absolute planned features beyond what's listed:

    • More elements: Poison/Nature/Radiation > Dark/Light
    • A full arsenal of items to compliment the Sorcery attribute and skills (armor/equipables/mods) [i'm sneaking a couple things in now]
    • NPC Sorcerer's, friend and foe
    • Sorcerer Quests (exclusivity/unlocking as @Necrodemus mentioned)
    • More Spells
    • Skill Tree and Perk expansion

  13. So when it comes to harvesting of the essence, is the essence mastery the only thing that effects gathering rate? I like the idea of mining to get the resources, but if I am playing with a group I am not fond of the idea that I would want to max strength as well just so I don't waste the ore I am gathering just so I can do magic.

    Correct, Essence Mastery is the only "harvesting buff/factor".

    The only benefit of strength would be extra stamina and speed. Is this how you prefer it?

  14. play=1

    Extracting / harvesting Ice Essence and "The Ice Transmutation Ritual".

     

    One of the most challenging, and funnest (I hope), aspects of playing as a Sorcerer will be attaining and obtaining Essence to craft your Spells and perform Sorceries.

     

    I would love your feedback on how YOU would like to attain and obtain Essence, beyond what's demonstrated in this demo vid.

     

    Currently, you obtain Essence the following ways:

     

    [TABLE=width: 100%]

    [TR]

    [TD]Essence[/TD]

    [TD]Tree[/TD]

    [TD]Boulder[/TD]

    [TD]Ore[/TD]

    [TD]Transmutation[/TD]

    [/TR]

    [TR]

    [TD]Fire[/TD]

    [TD]Burnt, Oak[/TD]

    [TD]All[/TD]

    [TD]Coal, Oil Shale[/TD]

    [TD]Fire Ritual[/TD]

    [/TR]

    [TR]

    [TD]Ice[/TD]

    [TD]Winter[/TD]

    [TD]All[/TD]

    [TD]Potassium Nitrate[/TD]

    [TD]Ice Ritual[/TD]

    [/TR]

    [TR]

    [TD]Lightning[/TD]

    [TD]Forest, Oak[/TD]

    [TD]All[/TD]

    [TD]Lead[/TD]

    [TD]Lightning Ritual[/TD]

    [/TR]

    [/TABLE]

    ** All natural sources have a chance for Core Essence

    ** Planted trees must be fully grown, much rarer to drop essence and they currently cannot drop Core Essence.

    ** May implement ability to plant and grow essence directly (yay nay?)

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