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Bladestorm Games

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Posts posted by Bladestorm Games

  1. UPDATE - Mod Version: V1.2 [A21]

    Download Link: https://drive.google.com/file/d/1BhBVEf5be59okXEARRJPMvlU5N-vcyrs/view?usp=share_link

     

    [NEW ADDITION]
    • Added 19 New Relics. Relics database updated (Scroll to position 42 to view new Relics)
        Updated Relics Database: https://docs.google.com/spreadsheets/d/1XExrSGnxfNruyp4g-m94XNMpz9cizOvz3POP0beaHpg/edit?usp=sharing
    • Added a new body armor item that always has 6 Mod Slots.
    • Added Economic Value to Relics so that they can be sold to trader.

     

     

    [ADJUSTMENT]
    • Relic: Mecha Command now grants +1 Robotic Limit (Any level). This makes the relic usable before level 50.

     

     

    [VERSION NOTES]
    • The Relics "Combatant's Reach" and "Heavy Weight" has compatability issues with mods that add new melee weapons, as the effect takes place in items.xml altering individual weapons, adjusting values depending if the player has the relic equipped.
    • The Relic "Self-Damnation" may have issues with mods that introduce new debuffs and/or alter the names of the core game's debuffs.

     

     

    [BUG LIST]
    Barracade and Fragile Fragment causing self kill when hitting trap / vending machine

     

     

    [DEV NOTE]
    • Thanks for visiting my mod and I hope this update provides fun and new builds.
    • With the release of new Relics, there is likely to be bugs, please notify me of them and I will try to fix them.

  2. 20 hours ago, Coonfox said:

    Bumping, hoping for an update (either to the thread, or the mod).

     

    Sorry for the delay everyone,  just really busy with all kinds of projects going on right now.

     

    I have a large addition being worked on for the Relics mod, and it should be released SOON


    The Rings mod has a small addition being worked on.

     

    While you guys wait, I will be posting some teasers for the Relics update.

    (Likely 1 teaser per 2 to 3 days up until the update is released, which will include an updated database of the new relics.)


    Teaser #1: Unchained
    • A Relic where you can get scaling effects/stats the more invested into a Attribute or Perk.
    • This Relic grants some decent general-combat related Stats based on Attributes you've invested into.
    KdKDOp5.png

  3. Little update on this mod, I plan to have a medium sized update to the Rings mod in mid to late September.

    EDIT #1:
     

    Sorry for the delay everyone,  just really busy with all kinds of projects going on right now.

     

    The Rings mod has a small addition being worked on.

     

    (For those interested in the Relics mod I have a large addition being worked, and it should be released SOON™. Be sure to check out the Relics mod forum post for teasers of new Relics)

  4. 7 hours ago, Coonfox said:

    I'm curious if there is a way to add coin value to the relics? Or something to do with duplicates? It feels wrong to just... leave them, but I can't do anything with the duplicates.

    Next update ill add a Sell Value to the Rings and Relics (Update for those mods may take a bit as I am a bit too busy with other projects and other stuff)

  5. 13 hours ago, Oros said:

    I have the Relic: Mecha Command equipped, which says "+1 Robotic Summon Limit per 50 Player Levels (Effect Limit is +4)". I am level 74, but I cannot place a second drone. Is it not meant to affect drones? or do I need to be level 100 before it will let me place a second drone?


    Relic Mecha Command doesnt effect Drone limit, I'll look into seeing if its compatible, but when I was making the Relic, I remember not having access to a solution.

  6. 4 hours ago, Oros said:

    Does the Corruption Relic track sleepers as well, I have an issue with sleepers re-spawning which seems to be linked to not clearing the POI entirely, but I have gone top to bottom, every corner, room etc, and can't find any more after clearing the respawns. This is a T6 POI that would be ideal for a base, but I can't afford to base there if I have to waste ammo/health clearing it out every time I come back to it.

    If the entity/enemy is spawned, it should track them.

    I think you can place a Land Claim Block to prevent respawning of enemies:
    https://7daystodie.fandom.com/wiki/Land_Claim_Block

  7. Thanks for your feedback, and thoughts, and prayers.

     

    On 7/21/2023 at 10:39 PM, Dragonchampion said:

    1. Rings in slots. I think one of the biggest problems is that the rings take the place of Customized Fittings and Muffled Connectors. This is okay, but with the new system of mod slots, it makes slots even more valuable and causes some issues. Look into how Khaine found to increase the number of slots past 6, he did find a way a while back but I'm unsure how he did it myself.

    I feel most Rings provide a lot of power and justify having to make the decision on whether you want non-ring modifiers on a slot.
    As for more mod slots on hand items, I'll likely add 2 craftable or lootable equipment items:
    1) Glove with 5 slots.
    2) Glove with 6 slots.


     

    On 7/21/2023 at 10:39 PM, Dragonchampion said:

    2. Ring of Agony isn't worth the health reduction for the amount of bonus that you give. With how many rings add other sources of damage (For instance the Ring of Beginnings), the Ring of Agony is a waste. In my game, instead of -50 and -60 Rings of Agony Hp debuff, I reduce it to -10 and -20. This feels more balanced, especially in Insane Nightmare.

    Ring of Agony has been updated to be -[15/25/35] Health, the update to the mod hasnt been released yet.

     

     

    On 7/21/2023 at 10:39 PM, Dragonchampion said:

    3. Ring of Holding is kinda useless. A balance idea I had was to make the Ring of Holding be essentially a replacement for Customized Fittings + Triple Armor Pocket + Advanced Muffled Connectors. That's what I do in my game.

    I'll look into adding some kind of a buff for Ring of Storage. Likely I'll leave it as it is, and just make a new Ring type that has storage and some other stat(s).

     

     

    On 7/21/2023 at 10:39 PM, Dragonchampion said:

    6. Ever consider a Ring of Weaponmaster that adds a bonus to a specific type of weapons? And then you could add a Ring of the Warlord that merges all of them together as well.

    On my development list for the Rings mod, I have a section for something like this, but never finished it, because many ideas have moved/changed/scrapped.
    I have reworked that section and I have 2 ideas of what I'd like to do with weapon specialization rings, some ideas are brought over to my Relics mod, which the next update will have a lot new relics.

     

     

    On 7/21/2023 at 10:39 PM, Dragonchampion said:

    7. The Ring of Twin Terror is kinda useless. Same for the Ring of Arrow Rain or whatever it is. it uses your arrows MUCH too quickly. Would there perhaps be any way to balance it by making the extra arrows not cost you arrows? If that's not possible, maybe you could add in something like just flat archery damage, instead. The only thing I can think of it being useful for is if you need to kill a powerful zombie quickly.

    It may be possible to fire multiple projectiles with 1 ammo. I will do an experiment. But when I was doing Archery playthrough with + Additional Projectile rings, I didnt have an issue with ammo, it may be the difficulty settings you have, or something else? (through loot, vendors, and The Huntsman perk, I got A LOT of ammo)
    Ring of Twin Terror is just an option for someone to be able to shoot more projectiles with Bow / Crossbow, but loose a bit of damage (+1 proj for -15% to -25% damage is really worth it especially with more +% Damage sources)
    Ring of Splinter Rain has 3 variants and each one has its purpose.
    Going back to point 6, I have some notes in my development list for Archery Rings (ones that dont have + Projectiles).
     

     

    On 7/21/2023 at 10:39 PM, Dragonchampion said:

    Ring Forge
    Merging Rings

    Regarding the Ring Forge / Merging Rings, unfortunately some rings have variants which is a duplicate ring item but with changed stats.
    If I wanted to make Ring of Swift Agony (requires Ring of Stride + Ring of Agony) there would have to be 18 (6 x 3) of the same recipe. Because there are 6 entries for Ring of Stride and 3 entries for Ring of Agony. I had to do it this way because when first making the mod I found out you cant easily have roll ranges, so I had to make a new item entry for each value of a roll range. I have an idea on how to roll a stat between values using cvar, but the issue would be getting that value from item_modifier.xml to buffs.xml.


    My solution to this would be to make rings be scrapable and you get a Shard of X (So if you scrap any of the Ring of Strides, you'd get Shard of Stride).
    In my development list I have a section for this system, but havent worked on it:
    1) I dont want rings to be too powerful yet. They are intended for core game, if the rings seem to OP, someone can go to the core game's difficulty and increase it from the menu options. I dont want to balance the rings while factoring in other difficulty mods.
    2) I want my more creative ideas to go into my Relics mod, so some ideas I had for some Rings have moved over. I want the Rings mod to be more simple ideas, I still have a good number of rings I'd like to add that fall under simplicity.
    3) I am running out of ring icons that fit the theme of a ring. This is kind of a silly reason, but it matter to me to have some consistency (I dont want to grab icons from multiple games / sources if they dont match similar art styles).

     

  8. Hello, I've run into an issue where when I try to use "and" operator, I seem to get errors.

    The goal is to change a few item's passive_effect in 1 section of code, so instead of doing something like this:

    <append xpath="/items/item[@name='meleeWpnKnucklesT0LeatherKnuckles']">
    	<effect_group name="inc_range">
    		<passive_effect name="MaxRange" operation="base_add" value="1" />
    		<passive_effect name="BlockRange" operation="base_add" value="1" />
    	</effect_group>
    </append>
    <append xpath="/items/item[@name='meleeWpnKnucklesT1IronKnuckles']">
    	<effect_group name="inc_range">
    		<passive_effect name="MaxRange" operation="base_add" value="1" />
    		<passive_effect name="BlockRange" operation="base_add" value="1" />
    	</effect_group>
    </append>
    <append xpath="/items/item[@name='meleeWpnKnucklesT3SteelKnuckles']">
    	<effect_group name="inc_range">
    		<passive_effect name="MaxRange" operation="base_add" value="1" />
    		<passive_effect name="BlockRange" operation="base_add" value="1" />
    	</effect_group>
    </append>

     

     

    I am trying to do something like this:

    <append xpath="/items/item[@name='meleeWpnKnucklesT0LeatherKnuckles'
    and @name='meleeWpnKnucklesT1IronKnuckles'
    and @name='meleeWpnKnucklesT3SteelKnuckles']">
    	<effect_group name="inc_range">
    		<passive_effect name="MaxRange" operation="base_add" value="1" />
    		<passive_effect name="BlockRange" operation="base_add" value="1" />
    	</effect_group>
    </append>

     

    Is that not a valid option? Or am I structuring it wrong?
    Thanks!

  9. 1 hour ago, TGbelmas said:

    i dont know if its supposed to yet, but the ring of angler is either not working, or no clear instructions on how to use it. it could also be wip but in that case, could you put it in the name ingame please? thanks for the atention

     

     

     

    Its a joke item based off this joke:
    3Dlfqzv.png

  10. 18 hours ago, MrSamuelAdams said:

    when a zombie dies with the Relic: Ignitious I don't receive any XP..is this a bug or intended? 

    In the main post I have a section "Bugs/Issues List".
    DoT (Damage over Time) effects seem have a bug where they dont give EXP on kill.

    (I've noticed that on new playthroughs I do get EXP from DoT kills, until a certain point into the play-time)

  11. 18 hours ago, MrSamuelAdams said:

    in your opinion would you run both your rings and relic at the same time or one or the other? If so which one?

    When playing for fun, I like running both. (When I do run these mods, I have a self imposed rule "No Guns". Currently doing a playthrough with a Fists build)


    Rings is where my simple ideas go into.
    Relics is where my more complex/interesting ideas go into.

  12. Hello, Im seeing if its possible to set a CVAR to an Attribute's value, something like this:

    <Config>
       <append>
          <buff name="buffTestStatTrack" name_key="buffTestStatTrackName" description_key="buffTestStatTrackDesc" icon="ui_game_symbol_add" icon_color="0,255,0">
             <stack_type value="replace"/>
             <duration value="0"/>
             <display_value value="stat_track"/>
             <display_value_key value="{0}"/>
    
             <effect_group>
                <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="stat_track" operation="set" value="@attStrength"/>
             </effect_group>
          </buff>
       </append>
    </Config>


    Test #1) 

    I tried using "@attStrength" but it doesnt seem to get the value. Displayed value shows 0.

     

    Test #2)

    I tried using "#attStrength" but it generates an error. (I thought it might work since I thought attStrength would be a game variable)

  13. Looks like loot was somewhat broken. Should be fixed now. (Download link remains the same)

     

    Lootable from:

    Gun Safe Small, Gun Safe Large, Reinforced Chest, Hardened Chest Small, Hardened Chest Large, Z bags, Buried Treasure Chests

     

    Buffed the chance for those containers to spawn relics.

  14. 5 hours ago, Paixetamour said:

    I cant able to find any rings on both my personal game and our dedicated server. 

    Before the official update i edited the a20 version to work with a21 and this version worked fine, i able to find rings even in normal loot. But i cant find any rings on this latest update. Is it related to gamestage or only they are findable in high quality chest, loots ?


    Thanks for the issue report. Looks like loot was somewhat broken. Should be fixed now. (Download link remains the same)

     

    Lootable from:

    Gun Safe Small, Gun Safe Large, Reinforced Chest, Hardened Chest Small, Hardened Chest Large, Z bags, Buried Treasure Chests

     

    Buffed the chance for those containers to spawn rings.

  15. 10 minutes ago, Sydd said:

    Hi, newest version release (1.0) is causing Ring of Venom to deal damage to the player. The previous version (1.2) gives the icon that I'm affected by poison but it does no damage.

     

    Thx for the bug report.
    I've updated the mod, should be fixed now (same download link).

  16. Updated the mod for A21.

    Has Fixes.

     

    Download:

    https://drive.google.com/file/d/1MJiet3r0VKIzQl30aCu3GA1Gk7c6JUCR/view?usp=sharing

    Update Log:

    ✔ Added new ring: Ring of Angler
    ✔ 2 Changes for Ring of Amplification:
        1) Buff duration should be more proper.
        2) Kind of counters the negative water cost of drugs. Still testing this.
    ✔ 2 Fixes for Ring of Venom:
        1) The T3 Ring no longer applies poison to your self (This effect was code for testing the ring).
        2) Now checks for if the target is a Zombie or Animal to prevent accidental application to friendly targets.
    ✔ Changed the code for Ring of Gold and Ring of Laborlove (Quantity).
    ✔ Fixed Ring of Greed's Lockpick Time stat, should now be working.
    ✔ Slight nerf to Ring of Greed's Lockpick Time stat:
        Before: 20%/30%/40% 
        Now: 20%/25%/30%
    ✔ Fixed Ring of Reborn's CD to be the intended value.
    ✔ Fixed Config naming issue (should help the Linux/Unix users).
    ✔ Fixed missing info for Ring of Storage in localization.txt (now the tooltip should display their name)

     

     

    Issues:

    1) Ignite / Bleed / DoT kills seem to have some issue where those kills dont give XP.

    2) If Lockpick Timer is at or more than -100%, the timer stays at 0 and wont unlock an object.

    3) De-equip your armor, apply desired mods, then re-equip armor. (Buffs granted from mods may fall off if adding / removing mods while an item is equipped)

    4) If using archery and you get negative magazine value and are stuck in an animation, swap to a melee weapon, use a Power Attack, and swap back to archery and reload.

    5) Never log out with negative magazine value. It may cause issues.

     

    End Notes:

    Thx to those who posted bug reports and helped out!



     

  17. Updated the mod for A21.
    Has Fixes.

    Has Volume Options.

     

    Download:

    https://drive.google.com/file/d/1BhBVEf5be59okXEARRJPMvlU5N-vcyrs/view?usp=sharing

    Update Log:

    ✔ Volume Level for Custom Sounds:
        - Now there are 3 modes:
           1) High Volume: This is the volume that was used in previous versions.
           2) Low Volume: This is a new version that lowers the volume for the custom sounds.
           3) No Volume: This is a new version that has no volume for the custom sounds.

     

        - Default is now Low Volume.

        - How to select a desired volume level:
           1) The mod folder has a "_Sounds" folder.
           2) Inside the "_Sounds" folder are the 3 volume levels (High, Low, No).
           3) Inside each of those 3 folders is a file called "relic_snd.unity3d".
           4) Copy the "relic_snd.unity3d".
           5) The mod has a "Resources" folder, inside that folder paste & override the "relic_snd.unity3d".

    ✔ Fixed Traveler's Charm to now grant its effect at Player Level breakpoints.
    ✔ Fixed Fulgor, Frigus, and Ignitious not having a CD on Power Attack (Now CD applies).
    ✔ Fixed Config naming issue (should help the Linux/Unix users).
    ✔ Fixed a consistancy / typo with the SND for Ignitious.

    ✔ Buffed Relic: Traveler's Charm: Now grants +2 Carry Capacity per 10 Player Levels (Up from 1 Carry Capacity per 10 Player Levels).
    ✔ Nerfed Relic: Master Key: Now has Effect capped at 50% (Down from 100%).
        - This is due to if reducing LockPickTime passed 100% will cause the timer to be stuck at 0, and not unlock a locked object.

     

     

    Issues:

    1) Ignite / Bleed / DoT kills seem to have some issue where those kills dont give XP.

    2) If Lockpick Timer is at or more than -100%, the timer stays at 0 and wont unlock an object.

    3) De-equip your armor, apply desired mods, then re-equip armor. (Buffs granted from mods may fall off if adding / removing mods while an item is equipped)

    4) If using archery and you get negative magazine value and are stuck in an animation, swap to a melee weapon, use a Power Attack, and swap back to archery and reload.

    5) Never log out with negative magazine value. It may cause issues.

     

    End Notes:

    Thx to those who posted bug reports and helped out!
    Let me know if Volume still is too loud.


     

  18. STATUS
    Hey everyone, I am currently very busy IRL and with other projects. I havent had the time to update & fix bugs.
    Thank you to those who have posted bug reports, and solutions.
    I hope to have time within the next 2 weeks to make a proper update to the Rigs mod, and Relics mod.
    (Sorry about the issues with the rushed A21 mod update!)

    I have updated the main post to include my current status.

  19. STATUS
    Hey everyone, I am currently very busy IRL and with other projects. I havent had the time to update & fix bugs.
    Thank you to those who have posted bug reports, and solutions.
    I hope to have time within the next 2 weeks to make a proper update to the Rigs mod, and Relics mod.
    (Sorry about the issues with the rushed A21 mod update!)

    I have updated the main post to include my current status.

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