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Devrix

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Posts posted by Devrix

  1. 6 minutes ago, Drithyl said:

    Nice! Is this gonna be part of the first release or part of the end game features?

    Our upcoming early August release includes massive changes, making Sorcery current AND better than ever. Version 1.0 will enter immediate development upon release and will be fast-tracked in line with continued Support. Version 1.0 will be the heavy end-game focus, though, the upcoming release has A LOT to offer including dynamic enemies and bosses (Fallen and Awakened).... harvest their blood DURING combat to attain end game loot and Quests.

  2. 6 minutes ago, Drithyl said:

    I've seen that you've added perk trees for each element. Have you considered using the book volumes that can be found to turn them into new spells that you can learn? For example, make the regular perk trees more general and giving different bonuses and added effects, while making the actual spells book series that you find in the wilderness. It would be pretty exciting loot-wise, and give a lot of replayability.

    Yes! A similar implementation is planned to fully utilize ongoing loot-gasm. :)

    Additionally, end game features are in the works for v1.0!  🔥 ❄ 🌩 

  3. Sorcery A19 is projected for an end of July launch
    Though I can't guarantee this, I can tell you that I'm working my @%$*#! off to get it out ASAP.
    For the sake of transparency, I am investing A LOT of personal and work hours into making this and future releases possible. To everyone looking forward to it, remember to thank the supporters that have stuck it out through this ridiculously long stretch. I would not be continuing development if it were not for them (bills and RL come first). 🔥
    ❄️🌩️🧙‍♂️

  4. spacer.png

     

    A19 DEVELOPMENT

    As of the A19 Experimental release, Sorcery A19 has officially begun development!

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    FEATURES

    You can expect everything from the latest Sorcery and a plethora of new features in this upcoming Rebirth! Though armor/clothing mods are removed limited due to the still-existing-bug, two new and superior features have replaced them! In addition to dedicated and expanded Skill Trees per element, you can look forward to: 
    Item Sets, Spirit Resource, Fallen, Awakened, Quests, Story & Lore, Sexy Loot, Vanilla Balanced and a lot more!

    spacer.png

     

    RELEASE

    It's expected to release Sorcery A19 on the Mod Launcher and in XPath/Modlet form around/shortly after A19 enters Stable. Though my July availability is scarce, I'm determined to "Rebirth" Sorcery A19 as soon as possible!

    spacer.png

     

    MOD INTEGRATION

    One of the most popular features of Sorcery is its XPath/Modlet nature which allows for easy integration into a handful of other chosen Mods, namely Overhauls. This support and dedicated compatibility efforts will be fully maintained for a handful of chosen mods! First priority is getting Sorcery A19 released. Compatibility will be supported shortly after.

    spacer.png

     

    VERSION 1.0

    Upon "Rebirthing" Sorcery for A19, the mod will be fast tracked to "Version 1.0"...
    With that, you can expect the following additional features:
    Unholy Element, Holy Element, Spell Weapons, Ammo, Traps, Followers, End Game Ascension & Bosses, Full Lore & Story and more!

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    DEEP POCKETS

    Everyone knows that Sorcerers have Deep Pockets! One of the exciting features of Sorcery A19 is an expanded backpack (earned), with full-size item icons, to accommodate the ocean of resources Sorcery introduces:

    spacer.png

    It was necessary to separate this additional feature as its own Modlet to ensure compatibility with other mods that alter the backpack. To help ease the wait for Sorcery A19, I'd like to make this available for use. As shown in the pic, this 78 Slot Extended Backpack features Full-Size Item Icons and must be earned through Pocket Mods. Thanks to @KhaineGB for revealing the management buttons!

     

    This is a simple drag-n-drop install to the main Mods folder:

     

    Download Deep Pockets

     

    Deep Pockets Forum Topic

     

     

     

     

    :star:Support Sorcery Development

    If you like Sorcery, join the ranks of Patreon Supporters to help keep Sorcery development going strong!

     

    Remember to thank a supporter for making Sorcery A19 development possible:

    Altin, Ivanos, Ravenflame, Kormai, TexCub

    Otto KnobeIcymageOnorus, VDrake, Richochet, Robert, Dragoness, Kyzle

     

     

     

    sorcery-discord-logo.png

  5. On 6/15/2020 at 12:25 AM, Guppycur said:

    ... Have you confirmed the bug is fixed?

    @Kinyajuu / @faatal confirmed implementing an aspect of the fix as of (b124?). To what capacity I have no idea as it does not fix the primary issue that has been reported since last year:

     

    onSelfEquipStart Bugged - A19

    Quote

    This code can be applied to an item mod and equipped/unequipped from the character manually (drag and drop):

    <triggered_effect trigger="onSelfEquipStart" action="ModifyCVar" cvar=".onSelfEquipCount" operation="add" value="1"/>
    <triggered_effect trigger="onSelfEquipStop" action="ModifyCVar" cvar=".onSelfEquipCount" operation="subtract" value="1"/>
    <triggered_effect trigger="onSelfEquipStart" action="CVarLogValue" cvar=".onSelfEquipCount"/>
    <triggered_effect trigger="onSelfEquipStop" action="CVarLogValue" cvar=".onSelfEquipCount"/>

     

    This simple Mod demonstrates the onSelfEquip bug by modding the "modArmorBandolier" to perform "ModifyCVar" Add (1) on onSelfEquipStart then Subtract (1) on onSelfEquipStop:

    onSelfEquip_BugDemo.zip 1.79 kB · 1 download

     

    Two major bugs occur:
    1.) x4 is added on loading the game/character
    (instead of just the expected x1)

    2.) x2 is added when manually picking up the armor from the slot and placing it back in
    (shift-clicking to unequip/equip adds/subtracts x1 as expected)

     

     

    As disappointing as this is, I understand everyone is busy AF. Though @faatal and @Kinyajuu have been awesome, I'm fully prepared for a worst case scenario.


    If onSelfEquipStart isn't working properly by time A19 drops, all armor/clothing mods will be disabled and shifted over to a couple new systems/ideas being brainstormed.

  6. On 6/11/2020 at 7:23 AM, Marinxar said:

    That's awesome news ! Looking forward to it :)

     

    Will you do collaborations/compatibility again with Darkness Falls and perhaps True Survival ? 

    Yes, that's the full intention! :)

    Fantasy, DF, RH and WotW are all high on the list. The most popular mods will be chosen first. 🍻 

  7. Sorcery Returns A19

    The dreaded bug is fixed...

     

     

     

     

    Courtesy of a TFP programmer of immeasurable badassery, Sorcery will resume FULL development with the first A19 Experimental to hit! Combining the awesomeness of A19 with a completely overhauled Sorcery is guaranteed to induce euphoric levels of gamergasm! ;)

     

     

     

     

    sorcery-discord-logo.png

     

     

    wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw==wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw==wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw==​​

  8. Thanks for the update, Devrix. I'm looking forward to the new content, and the eventual fixing of the bug.

    Any chance of there being flying brooms? I haven't attempted modding 7 Days to Die, but I was thinking basically of a re-skinned gyrocopter.

    No probs, I know we're all anxious to get our Spellcasting on!

    "Sorcery Mounts" are definitely a planned feature... I'm confident The Pimps have a lot of modding functionality in store for vehicles post Gold! We'll see what we can't conjure up before then.

  9. As requested, the first page has been updated to include a full explanation and link of Sorcery A18+ status:

     

    sorcery-discord-logo.png

     

    Sorcery A18 / Future Updates

    A vanilla game bug is present in A18.x that prevents Sorcery from being updated. This has been reported and confirmed by TFP and will be fixed in a future game update:

    onSelfEquip Bug Details

     

    There is A LOT in the works for Sorcery A18+, including dedicated Perk Trees for EACH ELEMENT! This game bug is simply a delay. If you like Sorcery, join the ranks of Patreon Supporters to help keep Sorcery development going strong into and beyond A18:

    :star: Support Sorcery Development

  10. Sorcery A18 News

    A crucial game function (onSelfEquip) is currently broken in the vanilla game that is hindering the progress and release of Sorcery A18.

    This function is required for a vast number of reasons and cannot be "worked around" without breaking/removing multiple features and systems. Luckily, the vanilla bug has recently been acknowledged by TFP and is on their radar to be fixed.

     

    Rest assured, Sorcery A18 and beyond will be released above what was originally intended and announced! ;) Yes, it may take some time yet but I have faith that TFP will resolve the issue soon-ish (it's an important function).

     

    Here's one of the confirmed bug reports for anyone interested in reading up on it:

    https://7daystodie.com/forums/showthread.php?132908-onSelfEquipStart-Bugged

    (Please do not ask if X,Y,Z workarounds are possible; We need the function fixed to perform accurate cvar magic. Thank you for trying to help anyway)

    A VERY SPECIAL THANK YOU TO THE SUPPORTERS THAT MAKE ONGOING DEVELOPMENT POSSIBLE!

    (Your patience is greatly appreciated! Sorcery A18 would not be possible without your support)

    Supporters make ongoing development possible!

     

    sorcery-discord-logo.png

  11. Sorcery A18 - November

    Due to the massive overhaul nature of Sorcery A18, in addition to RL demands, the new release goal is November. Supporters have voted for the full overhauled package instead of simply rushing a semi-broken A18 compatible version. This will also synchronize better with A18 Stable, giving more time to work out the experimental quirks of A18.

     

    Deep Pockets

    Everyone knows that Sorcerers have Deep Pockets! One of the exciting features of Sorcery A18 is an expanded backpack (earned), with full-size item icons, to accommodate the ocean of resources Sorcery introduces:

    deep-pockets-sorcery-a18.png

    It was necessary to separate this additional feature as its own Modlet to ensure compatibility with other mods that alter the backpack. To help ease the wait for Sorcery A18, I'd like to make this available for use. As shown in the pic, this 78 Slot Extended Backpack features Full-Size Item Icons and must be earned through Pocket Mods. This is a simple drag-n-drop install to the main Mods folder:

    Download Deep Pockets

     

    Deep Pockets Forum Topic

  12. sorcery-a18-skills.png

    Sorcery A18 Overhaul

    UPDATE: Releasing October!

    sorcery-a18-fire-attribute.pngAttributes / Skill Trees

    The entire Sorcery Skill Tree is being overhauled! One of the major changes being each Element is now an Attribute (Mastery) with its own Skill Tree! This opens A LOT of exciting doors while making Sorcery more fun and less confusing. Old redundancies are removed while new fun perks and skills added.

     

     

    sorcery-a18-elixirs.png

    Skill Elixirs

    Rare loot obtained through means of defeating The Fallen and Awakened, consumable Skill Elixirs will aid your Elemental progression!

     

    sorcery-a18-spirit.png

    Spirit Resource

    Long past due, the independent Spirit Resource is now in!

    "Spirit is the arcane energy required to perform Sorcery, such as Spellcasting."

  13. Sorcery A18 is coming this month... as soon as 1-2 week(s).

    I highly recommend experiencing and enjoying vanilla A18 in the meantime.

    The Pimps seem to have outdone themselves with this one! :)

     

    A handful of QoL features and surprises will be making their way in with Sorcery A18.

    Sorcery A17.x (v0.85) is being "frozen" and will remain as-is on the Mod Launcher and download instructions updated here.

    Sorcery Versions

    A18 - Sorcery A18 (October)

    A17.x - Sorcery v0.85 (Public, Feature-Freeze)

  14. But doesn't it depend on what version I am running for my base game on Steam? For example, let's say I do not upgrade to 18.1 on Steam and stay at 17.4. I cannot go into the mod launcher and play 18.1 version, correct? I went to your discord but nobody is responding to me so sorry for clogging up this thread! I just need help...thnaks.

    Did you go to the right Discord? I don't see you there. Hop on and I'll talk you through it. :)

     

    sorcery-discord-logo.png

  15. Looking forward to A18! I have a question for mod launcher and Steam. 18.1 comes out on Monday and I am running 17.4 though Steam today. When 18.1 comes out and updates on Steam, what do I do in the mod launcher? Don't I have to point to the path where my 7D2D is and create a new version on a different path on my HD for the new game to run mods? I'm confused!

    The Mod Launcher will load an entirely separate config for A18, handling the transition with ease! :)

  16. sorcery-a18-skills.png

    Sorcery A18 Overhaul

    Releasing November!

    sorcery-teaser-unholy-element.png

     

    The Elders sense an Unholy presence arising!

    ...will you be ready?

     

     

     

    sorcery-a18-spirit.png

    Spirit Resource

    Long past due, the independent Spirit Resource is now in!

    "Spirit is the arcane energy required to perform Sorcery, such as Spellcasting."

     

     

     

    A17.x - Sorcery v0.85

    sorcery-insight-fallen-trio.png

     

    THE AWAKENING v0.85 - NOW PUBLIC LIVE!

    - Fallen: Fire Sorcerer Priests now wander the Burnt Forest & Wastelands, Caves, Hordes and Blood Moons!

    - Fallen: Ice Sorcerer Priests now wander the Snow Forest & Wastelands, Caves, Hordes and Blood Moons!

    - Item: Fire & Ice Fallen Blood

    - Item: Fire & Ice Ritual Shards

    - Item: Fire & Ice Ritual Stones

    - Quest: Summon Fire Fallen

    - Quest: Summon Ice Fallen

    - Quest: Summon The Fallen Trio

    - Feature: Fallen now speak... in tongues!

    - Feature: Boss Combat Ring... don't leave it!

    - Feature: "Touched" Arcane Contagion

    - Feature: Zeds Becomes "Touched"

    - Feature: Treasury Perks for Supporters

    - Improved: Potions hydrate based on Alchemy Mastery

    - Improved: Fallen + Loot

    - Improved: Fallen Encounters

    - Improved: Awakened + Loot

    - Improved: Particle Performance

    - Improved: Intro Quest

     

    sorcery-insight-fallen-hellfire2.png

     

    NEW GAME NOT REQUIRED, BACKUP TO BE SAFE!

     

    Download Sorcery

    MANUAL: Modlet, Pure XML

    You install Sorcery just as you would any other pure XML Modlet. However, I cannot stress enough how horrible your experience will be (no text in-game) if you do not follow these steps of adding the (Localization Text):

     


    1. [*=left]Download:
    Sorcery-master.zip (latest version)
    [*=left]Unzip: Sorcery-master.zip
    [*=left]Drag-n-Drop: The Sorcery folder only, found within the unzipped Sorcery-master folder, directly into your Mods folder (\7 Days To Die\Mods). Create the Mods folder here if it doesn't already exist.
    [*=left]Verify Mod Path: (\7 Days To Die\Mods\Sorcery)
    [*=left]Open Localizations: (\7 Days To Die\Mods\Sorcery\Localization.txt) & (Localization - Quest.txt)
    [*=left]Copy All Text: CTRL+A then CTRL+C (or right-click: Select All then Copy)
    [*=left]Open Game Localizations: (\7 Days To Die\Data\Config\Localization.txt) & (Localization - Quest.txt)
    [*=left]DELETE OLD SORCERY LOCALIZATION TEXT (if updating from older version): Found at the very bottom of the Localization file, you'll delete the OLD Sorcery Localization Text that you previously pasted in the last update. You can easily detect the start of the text as it is separated by many blank lines and starts with the following text: "SORCERY_START,,LOCALIZATION,,START,,,,,".
    [*=left]Paste Localization: Scroll to the very bottom/end of the main game Localization.txt you just opened. Ensure there is no more text, just blank space. Now create one new blank line by pressing Enter. Then Paste the Sorcery Localization you Copied earlier: CTRL+V (or right-click blank space at the very bottom/end, then: Paste)
    [*=left]Verify & Save: If everything looks good, Save the Localization.txt file: CTRL+S
    [*=left]AWAKEN ESSENCE: You're ready to play as a post-apocalyptic harbinger of the elements... may your training commence!

     

    LAUNCHER: Mod, SDX

    Sorcery is fully integrated into the 7D2D Mod Launcher, as an SDX Mod, with automatic Localization handling... praise The Gods (and @sphereii)! 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. [*=left]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.
      [*=left]Download Launcher:
    7D2D Mod Launcher
    [*=left]Install Launcher: Run the launcher installer SetupInstaller.msi
    [*=left]Run Launcher: Locate and select Sorcery within the mods list.
    [*=left]Install Sorcery: With Sorcery selected, click Install Game Copy.
    [*=left]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.
    [*=left]Pre-Sync Mod: Finally, select Pre-Sync Mod, then "Yes" you would like to download it.
    [*=left]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 make ongoing development possible!

     

    sorcery-discord-logo.png

  17. I started the MOD and with Ravenhurst and it runs wonderful. I am so excited to play but I am having an issue understanding crafting. I looked at the Wiki and it had information but couldn't find anything on how to replenish your spells, craft spells and what all the different items do. Is there a YouTube video for noobs to this modlet?

     

    I know you are given 3 spells to start but when they get degraded/depleted (like when a stone axe gets to the point of needing a repair or new stone axe to be made), how to I "repair" them? I made the mistake of choosing "repair" for fire spell given at beginning of game and it disappeared. Please help and thank you in advance for response to anyone who can help!

    Hi Jamolisim, when following the Sorcery Intro Quest (purple book), you then read Altin's Letter (purple note) that gives you Three Books (one for each element). When choosing one or all of those books, they'll instruct you to craft and place a "Conjure" for that element. You place Harvested Essence (Boulders/Trees/Ore) in the Conjure and "cook" it... just like you would a Forge. This in turn let's you craft Spells and Resources of that element, which you'll see in the interface of the Conjure.

     

    Here's a very useful intro to the Spells by Sorcerer Altin (go figure!):

     

    On a good side note, I'm currently writing an ocean of Journal Tips for the upcoming A18 Journal support to help explain features immediately in game. Additionally, the Intro and Quests are being simplified to explain further. :)

  18. Thanks for the reply!

     

    I've read the purple book but didn't see any elixir. The skill tree descriptions don't mention that it's gated behind a quest, either, so that's what stumped me. It just says I don't have enough Skill: Sorcery attribute (which is maxed, hah).

     

    Good work so far, though -- just needs some hand-holding how to unlock stuff that is seemingly already unlocked.

    The Mastery Elixirs come from reading Intro > Altin's Letter > Altin's Journal of <Element> Mastery.

    There are plans to make this more clear and easier to follow with the A18 update! :)

     

    - - - Updated - - -

     

    [ATTACH=CONFIG]29229[/ATTACH]

    enjoying the mod a lot. played stand alone to get used to it but then i used mod launcher to use it with WoTW. and I am getting basic text.

    No description, followed what I had to do and it still gives me the basic text

    You need to follow the localization directions.

    Glad you're having fun! :)

    Guppy's right, you must follow the Localization steps:

    https://github.com/7d2d-sorcery/Sorcery/wiki/Mod-Launcher#localization

    If I'm reading the A18 patch notes correctly, Localization from Mods will be handled automatically in A18! (save server pushing atm)

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