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Devrix

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Everything posted by Devrix

  1. Snuck the patch notes on the main thread, last page... fighting against limited space https://7daystodie.com/forums/showthread.php?109145-Sorcery&p=966216&viewfull=1#post966216
  2. Hey Thomas, please try reinstalling Sorcery once more. There was a problem on my end where the crafting patch wasn't fully pushed out. Should be fully resolved now, sorry for the delay! Crafting Quality will be based on Mastery of the Element.
  3. Excellent news, no restart needed! I avoid this as much as possible, but always backup saves to be safe. Jaga is right, you can either: Darkness Falls > Manage Modlets > Sorcery > Update Darkness Falls > Manage Modlets > Sorcery > Uninstall / Reinstall ** ** Do NOT load your game WITHOUT Sorcery installed, or you'll corrupt your save Regarding Localization (in-game text), DF Experimental handles this automatically.. no extra steps! RH 5.2 will handle Localization automatically as well. Jaga is correct, this is part of the new system: once Stacks/Spells are "Charged", so long as you continue casting the same element, your stacks remain for 10 seconds. This is to encourage spell swapping, synergizing and active caster playstyle. Spells will be further balanced with the Lightning update. I wasn't going to release the Stack Overhaul until then, but the multiplayer bugs forced an early rework... enjoy! Within the Mod Launcher select: Ravenhearst 5.1 > Install > Manage Modlets > Sorcery > Install> See Localization Notes Revenhearst 5.2 will handle Localization (text) automatically for you, HOWEVER, you must follow these steps for now after installing Sorcery from the steps above: 1.) RH Directory > Mods > Sorcery > Open Localization.txt > Copy ALL Text 2.) RH Directory > Data > Config > Open Localization.txt > Paste Copied Sorcery Text at the very BOTTOM END of the file > SAVE > Enjoy!
  4. v0.7 Is Now LIVE! Residents of Darkness Falls, this Sorcery Update includes a handful of important fixes for you! 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! 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. NOTE: Please remember not to bother Khaine with any Sorcery related questions. Instead, refer directly to the Sorcery Thread or Wiki.
  5. v0.7 Is Now LIVE! Residents of Ravenhearst, this Sorcery Update includes a handful of important fixes for you! 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. NOTE: Please remember not to bother the RH devs with any Sorcery related questions. Instead, refer directly to the Sorcery Thread or Wiki.
  6. SORCERY (v0.7) - STABLE IS NOW LIVE! 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!
  7. Thank you for the kind words of endorsement. That's awesome you're enjoying Sorcery so much, I have no doubt you'll enjoy the upcoming features just as much! Regarding support, I greatly appreciate it. I'm intending on launching a Patreon, with the release of the Lightning update, that'll outline a roadmap of upcoming Sorcery features. This of course will be 100% optional, but will undeniably help keep Sorcery going full throttle!
  8. Keep in mind there's the different Rarities / Tiers of Essence 1 star, 2 star, etc.
  9. Cool base! The Sorcerer Armor is currently repaired using Fire Essence (1-2), similar to how Spellcasts are repaired. This will most likely change later with the arrival of Elemental Armor Sets
  10. Hey guys, wrapping up a few more tweaks and tests. This bug has proven to be a sneaky bastard of all trades. I'll need until tomorrow to get the hotfix update pushed out correctly. The Stack Overhaul will be released with this update instead of waiting for Lightning. This means: T1 Spells now apply/add the number of stacks, to your foes per hit, that are visible on your Spellcast (Orbs) Stacks now last 10 seconds Stacks are refreshed by all same element spell hits Stacks refresh for all enemies There is now plenty of time and opportunity to synergize between spells properly As a reminder, this update will also include a Quality Crafting Tier patch for Darkness Falls. UPDATE: This is delayed until fully resolved. Multiplayer is experiencing targeting switching issues resulting in a mess of outcomes. I'm determined on getting this resolved so our multiplayer crowd can fully experience Sorcery.
  11. Ritual Traps / Runic Traps Great news... Ritual Traps are on the list of upcoming features, alongside Runic Traps! https://github.com/7d2d-sorcery/Sorcery/wiki/Traps#ritual-traps Ritual Traps Powered by Essence and imbued with the Elements, Ritual Traps are placed on the ground in the form of a Ritual Circle. A Sorcerer then stands within the Circle to perform the Ritual. These rituals vary in power and effect based on many factors, including: The evolutionary stage (Rarity) of Essence used and the power of The Sorcerer performing the Ritual. Ice Barrier Ritual Trap Perform and maintain the Ritual by standing within the Circle for 5 seconds Foes are Deep Freezed every 5 seconds the Ritual is performed Foes do less damage to blocks Foes are chilled and slowed on attacking Allies gain damage resistance Ritual Effects cease when the Sorcerer stops the Ritual (steps out of the Circle) ​ Runic Traps Crafted with Essence and imbued with the Elements, Runic Traps are placed on the ground in the form of a Runic Circle. Foes passing over and standing within the Runic Circle are then affected by the Trap. These Runic Traps vary in power and effect based on many factors, including: The evolutionary stage (Rarity) of Essence used and the power of The Sorcerer crafting the Trap. Runic Ice Trap Foes are chilled and slowed when passing through the trap Foes are Iceburned while standing within the trap
  12. Regarding the Darkness Falls patch for Sorcery Crafting Quality, I think it makes sense to release this ASAP with the crucial Stack Update / CVAR Game Bug Workaround. That bug is breaking Sorcery in multiplayer, so I'm trying to push it out ASAP... tomorrow if all goes well. I'll include a DF Quality workaround, one way or another, alongside this hotfix. - - - Updated - - - Completely harmless. This is a patch for people using Ravenhearst. The game is simply telling you "what's it's looking for wasn't found = don't apply patch". Unfortunately, no way to completely suppress this "soft warning". I tried to represent that through "@IGNORE='MOD COMPATIBILITY PATCH'". I'll rework the verbiage to make it more clear.
  13. Lightning Update / Improved Orb Stacks I have fantastic news regarding this nasty bug: I've been able to create a workaround to this bug that has stacks functioning as intended. Additionally, the Lightning Update is introducing a complete overhaul improvement to how stacks function. Overhauled Stack / Orb System: - Stacks are now visually represented by the Spellcast Orbs around the wrist - The number of Orbs around the wrist is the number of orbs/stacks you'll apply on each hit - Stacks now persist for 10 seconds and are refreshed for all foes on each hit of any foe - Tier 2+ Spells now properly rely on stacks for their impressive damage/effects to proc ** These changes promote synergies, spell swapping and reward stacking. Lightning Progress: All base Lightning effects and core systems are developed. Though there's been a heavy set back from this nasty cvar multiplayer bug, I'm still hopeful for an end of month release! ** Many special thanks to @Jaga for facilitating the multiplayer environment to aid the game bug workarounds!
  14. @thomasd70 this is correct, but if you're using a mod that changes or removes Intellect / crafting outcomes (like Darkness Falls), this won't apply. I'll be releasing a hotfix to change this for Darkness Falls or moving Sorcery Crafting Quality outcomes to be governed by the Sorcery Attribute.
  15. Awesome to hear! Funny you mention the Nimbus... a close friend said the same thing when I mentioned the mounts haha.
  16. Sorry for the late response... glad you figured it out! Here's a step-by-step to installing Sorcery + [MOD] for anyone having the problem in the future: https://github.com/7d2d-sorcery/Sorcery/wiki/Mod-Launcher#darkness-falls--sorcery
  17. Thanks for the info on this: CVAR GAME BUG: Unfortunately, this appears to be a common game bug with custom CVARS and multiplayer games that especially affects the client(s). I've been told this bug is resolved by pushing back the "initialization order" of the cvars (note for TFP). Sadly, while the cvar bug exists so too does the issue. I'll see if there's anything I can do to help mitigate it by the next update.
  18. Yeppers, Sorcery has a lot of craziness and more coming... the "modlet" label fools a lot of people into thinking it's more limited than it is. TFP has done a fantastic job at opening many doors for modlets and there's more coming.
  19. Just to clarify, Sorcery doesn't alter other mod's recipes or "harvestables".
  20. If you're using Sorcery, you "mark targets" within close proximity to you which grants you XP on their demise of any form (Traps). This is a deeper feature that'll be tweaked and governed in the near future.
  21. I haven't read any other mentions of this happening... is it new for you or always has been? To Confirm: Tier 1 Fire Spell and Tier 1 Ice Spell fail to apply more than a single Stack: Orb At The Feet? Essence Mastery is required to unlock Essence Drops of each element (atm): Fire (1), Ice (2), Lightning (3): https://github.com/7d2d-sorcery/Sorcery/wiki/Essence Localization Steps must be followed to get names, descriptions, text in game. This is especially true if using an overhaul mod, like Ravenhearst, that doesn't have sphere's localization patch installed. Otherwise, the process is handled automatically for you: https://github.com/7d2d-sorcery/Sorcery/wiki#download-and-install EDIT: Forgot you mentioned HDHQ Mod... I created a special compatibility patch to enable Essence Drops for the custom trees. You install it just as you would any modlet; no separate localization required: https://7daystodie.com/forums/showthread.php?109145-Sorcery&p=943840&viewfull=1#post943840
  22. Very cool! Let me know if you guys run into any server flukes. Glad you're having fun! Rune stacking of the various Sorcery Rarities (Uncommon -> Transcendent) is fully intentional. The catch: you have to spec into Rune Mastery to "sustain" the power of the Runes, else you'll send your Spirit into Degen Regarding the Essences and backpack space, it's an issue I'm contemplating a resolution to. I'm considering moving the "unlocking" of any Essence into their respective Mastery, while Essence Mastery will remain a multiplier only (also responsible for unlocking Rituals).
  23. For sure on the stacking strategy... burden management Lock Shatter's been around for awhile, just rare. Upped Tier 1 drop chance to find it a little easier... it's especially nice to have early on!
  24. SORCERY (v0.692) - STABLE HOTFIX IS NOW LIVE Residents of Ravenhearst, this Sorcery Patch includes a handful of fixes for integration with RH: v0.692 Stable Hotfix Now LIVE This stable hotfix patch includes a couple fixes for multiplayer and players of Ravenhearst. This patch does not require a restart. FIXED: Spellcast could disappear while channeling Secondary in multiplayer FIXED: Runes not going into certain Sorcerer Armor FIXED: Sorcerer Armor Stats (Ravenhearst/Higher Quality Tiers) QOL: Spells now shoot through bars and similar objects QOL: Spells/Spellcasts no longer shift-click into Conjure Fuel Slot UPDATED: Localization INCREASED: Lock Shatter Rune loot chance NOTE: All Spells are pending an overhaul/balance pass with the upcoming Lightning Update. This will address concerns regarding spell damage, stacking and synergies. REMINDER: Sorcerer Armor gains Armor and Weather Resistance based on its Quality not Rarity. For mods, like RH, that add tiers of Quality beyond that of vanilla, all armor will automatically receive max of these specific to avoid releasing separate patches for mods.
  25. SORCERY (v0.692) - STABLE HOTFIX IS NOW LIVE v0.692 Stable Hotfix Now LIVE This stable hotfix patch includes a couple fixes for multiplayer and players of Ravenhearst. This patch does not require a restart. FIXED: Spellcast could disappear while channeling Secondary in multiplayer FIXED: Runes not going into certain Sorcerer Armor FIXED: Sorcerer Armor Stats (Ravenhearst/Higher Quality Tiers) QOL: Spells now shoot through bars and similar objects QOL: Spells/Spellcasts no longer shift-click into Conjure Fuel Slot UPDATED: Localization INCREASED: Lock Shatter Rune loot chance NOTE: All Spells are pending an overhaul/balance pass with the upcoming Lightning Update. This will address concerns regarding spell damage, stacking and synergies. REMINDER: Sorcerer Armor gains Armor and Weather Resistance based on its Quality not Rarity. For mods, like RH, that add tiers of Quality beyond that of vanilla, all armor will automatically receive max of these specific to avoid releasing separate patches for mods.
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