Darkstardragon Posted March 8, 2019 Share Posted March 8, 2019 Just saw the teaser for med mod book 2 at the start of the thread woot!!! Glad to see youre going to be involved Link to comment Share on other sites More sharing options...
Devrix Posted March 9, 2019 Author Share Posted March 9, 2019 (edited) SORCERY (v0.65) IS NOW LIVE WITH SORCERY LOOT AND RUNE MODS!  Sorcery 0.65 is now LIVE! Sorcery 0.65 Features Sorcerer Loot!Sorcerer Armor and Clothing: 5 Tiers EachRune Mods: Powerful and stackable, 5 TiersEssence Harvesting increasedTree Essence improvedAll Spells improvedSpellcasting Costs reducedSpellcast Cauterize improvedSeveral tweaks and balancesExpanded Backpack compatibility (see main thread)  How to Update Sorcery:  You update Sorcery just as you install it, with one difference regarding the Localization step. Again, 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). Download: Sorcery.zip (0.65)Unzip: Sorcery.zip directly into your Mods folder (\7 Days To Die\Mods). Create the Mods folder here if it doesn't already exist.Verify Mod Path: (\7 Days To Die\Mods\Sorcery)Open Localization: (\7 Days To Die\Mods\Sorcery\Localization.txt)Copy All Text: CTRL+A then CTRL+C (or right-click: Select All then Copy)Open Game Localization: (\7 Days To Die\Data\Config\Localization.txt)DELETE OLD SORCERY LOCALIZATION TEXT: 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.Paste New 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)Verify & Save: If everything looks good, Save the Localization.txt file: CTRL+SAWAKEN ESSENCE: You're ready to play as a post-apocalyptic harbinger of the elements... may your training commence! Edited March 12, 2019 by Devrix (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted March 9, 2019 Share Posted March 9, 2019 Sorcery 0.65 is now LIVE! Sorcery 0.65 Features Sorcerer Loot!Sorcerer Armor and Clothing: 5 Tiers EachRune Mods: Powerful and stackable, 5 TiersEssence Harvesting increasedTree Essence improvedAll Spells improvedSpellcasting Costs reducedSpellcast Cauterize improvedSeveral tweaks and balancesTrader integrationExpanded Backpack compatibility (see main thread)  How to Update Sorcery:  You update Sorcery just as you install it, with one difference regarding the Localization step. Again, 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). Download: Sorcery.zip (0.65)Unzip: Sorcery.zip directly into your Mods folder (\7 Days To Die\Mods). Create the Mods folder here if it doesn't already exist.Verify Mod Path: (\7 Days To Die\Mods\Sorcery)Open Localization: (\7 Days To Die\Mods\Sorcery\Localization.txt)Copy All Text: CTRL+A then CTRL+C (or right-click: Select All then Copy)Open Game Localization: (\7 Days To Die\Data\Config\Localization.txt)DELETE OLD SORCERY LOCALIZATION TEXT: 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.Paste New 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)Verify & Save: If everything looks good, Save the Localization.txt file: CTRL+SAWAKEN ESSENCE: You're ready to play as a post-apocalyptic harbinger of the elements... may your training commence!  Whoot whoot awesome stuff mr devrix Link to comment Share on other sites More sharing options...
7risha.com Posted March 9, 2019 Share Posted March 9, 2019 look here.... Link to comment Share on other sites More sharing options...
chikorina Posted March 9, 2019 Share Posted March 9, 2019 Thank you Devrix! Japanese version of the update all translated, tested, and released:tickled_pink: Now I can go play it:peace: Link to comment Share on other sites More sharing options...
Devrix Posted March 9, 2019 Author Share Posted March 9, 2019 (edited) Just saw the teaser for med mod book 2 at the start of the thread woot!!! Glad to see youre going to be involved For sure, you guys talked me into it!  look here.... [ATTACH=CONFIG]27928[/ATTACH] Removed the duplicate Localization entry, thanks. 固定,谢谢 Thank you Devrix! Japanese version of the update all translated, tested, and released:tickled_pink: Now I can go play it:peace: Fantastic, thank you and enjoy! Edited March 9, 2019 by Devrix (see edit history) Link to comment Share on other sites More sharing options...
Umbrella Posted March 11, 2019 Share Posted March 11, 2019 Hi ! Great work, it looks awesome and I will try this asap ! A few questions: 1) About the localization copy paste. Can't we use a xpath "append" command to do so ? 2) Magic alteration: Is it possible that casting ice spell on water changes it to snow, and the contrary with fire spell ? Same with burnt tree etc 3) About magic resources: - Would it be a good idea to link the spell power/ recharge with the surrounding biome even more ? Each magic would be more powerful in a biome (eg ice in snow, fire in burnt forest...) - with whatever mechanism (resources, grounds amplifying some magic and reducing others ...). We would then favor some magic depending on the biome we start on, but then would raise difficulties when moving to another biome. For instance an ice wizard in the desert would only be powerful when near water, an ice wizard in the snow would require torch / molotov /burning barrel etc. Link to comment Share on other sites More sharing options...
Devrix Posted March 11, 2019 Author Share Posted March 11, 2019 1) About the localization copy paste. Can't we use a xpath "append" command to do so ? 2) Magic alteration: Is it possible that casting ice spell on water changes it to snow, and the contrary with fire spell ? Same with burnt tree etc 3) About magic resources: - Would it be a good idea to link the spell power/ recharge with the surrounding biome even more ? Each magic would be more powerful in a biome (eg ice in snow, fire in burnt forest...) - with whatever mechanism (resources, grounds amplifying some magic and reducing others ...). We would then favor some magic depending on the biome we start on, but then would raise difficulties when moving to another biome. For instance an ice wizard in the desert would only be powerful when near water, an ice wizard in the snow would require torch / molotov /burning barrel etc. Unfortunately that's impossible atm; this is a restriction by the game infrastructure itself.Technically, there could be a few tricks to achieve a similar effect. ATM, you'll see when playing, there are impact effects that'll "catch an area /entity on fire" or "freeze an area/entity" on impact. This is probably as far as I'll be taking it for moment in order to focus on other areas.This is currently planned and in the works; spells will "empower" during biome specific events and effects, such as storms. Link to comment Share on other sites More sharing options...
Devrix Posted March 11, 2019 Author Share Posted March 11, 2019 (edited) SORCERY (v0.66) IS NOW LIVE WITH SORCERY LOOT, RUNES AND CRAFTING! Â Sorcery 0.66 is now LIVE! play=1Â Sorcery 0.66 Features Sorcerer Loot!Sorcerer Armor and Clothing: 5 Tiers EachRune Mods: Powerful and stackable, 5 TiersConjure Recipes: Sorcerer Armor, RunesConjure Augments: Loom and HammerRune Crafting: Rune MasteryArmor Crafting: Sorcery AttributeImproved Spellcast LightingImproved Runes, Loot, Trader IntegrationEssence Harvesting increasedTree Essence improvedAll Spells improvedSpellcasting Costs reducedSpellcast Cauterize improvedSeveral tweaks and balancesExpanded Backpack compatibility (see main thread)Sorcery Items can no longer be sold to Traders/Vendors, but instead, can be broken down into Essence and/or fed to a Conjure for Essence (Edit: resolved in 0.67) Edited March 13, 2019 by Devrix Trader issues resolved in 0.67 (see edit history) Link to comment Share on other sites More sharing options...
voodoov Posted March 13, 2019 Share Posted March 13, 2019 downloading. ty! Link to comment Share on other sites More sharing options...
Devrix Posted March 13, 2019 Author Share Posted March 13, 2019 Sorcery 0.67 is now LIVE! Sorcery 0.67 Features Sorcerer Loot fully integratedSorcerer Armor and Clothing: 5 Tiers EachRune Mods: Powerful and stackable, 5 TiersConjure Recipes: Sorcerer Armor, RunesConjure Augments: Loom and HammerRune Crafting: Rune MasteryArmor Crafting: Sorcery AttributeImproved Spellcast LightingImproved Runes and LootEssence Harvesting improvedTree Essence improvedComplete Trader Integration (issues resolved)Sorcery Items can be Scrapped into EssenceSorcery Items can now be soldSorcery Items can be purchased from TradersNew Rune: Lock Shatter (I-V)Â Â Â downloading. ty! yw! FYI: you already have 0.67, so no need to redownload. It was stealthed updated last night, just did a lot of testing to ensure full trader integration. Link to comment Share on other sites More sharing options...
theawos Posted March 13, 2019 Share Posted March 13, 2019 Sorcery 0.67 is now LIVE! Sorcery 0.67 Features Sorcerer Loot fully integratedSorcerer Armor and Clothing: 5 Tiers EachRune Mods: Powerful and stackable, 5 TiersConjure Recipes: Sorcerer Armor, RunesConjure Augments: Loom and HammerRune Crafting: Rune MasteryArmor Crafting: Sorcery AttributeImproved Spellcast LightingImproved Runes and LootEssence Harvesting improvedTree Essence improvedComplete Trader Integration (issues resolved)Sorcery Items can be Scrapped into EssenceSorcery Items can now be soldSorcery Items can be purchased from TradersNew Rune: Lock Shatter (I-V)    yw! FYI: you already have 0.67, so no need to redownload. It was stealthed updated last night, just did a lot of testing to ensure full trader integration. Wew this is really awesome. i want to try it right away. Thanks so much:smile-new: Link to comment Share on other sites More sharing options...
Devrix Posted March 15, 2019 Author Share Posted March 15, 2019 (edited) Ice Storm: Tier 3 Ice Spell - Coming Soon play=1 ...save that Evolved Ice Essence! Edited March 15, 2019 by Devrix (see edit history) Link to comment Share on other sites More sharing options...
Odetta Posted March 15, 2019 Share Posted March 15, 2019 Damn son! At this rate you might as well make an epic Overhaul. Link to comment Share on other sites More sharing options...
voodoov Posted March 15, 2019 Share Posted March 15, 2019 absolutely! Link to comment Share on other sites More sharing options...
Devrix Posted March 17, 2019 Author Share Posted March 17, 2019 (edited) Good things are in the works and ready very soon for some Sunday fun! Edit: delayed 'til tomorrow (if all goes well), sorry guys... we're ensuring a proper "integration" release. Edited March 18, 2019 by Devrix Postponed to Monday... the anticipation! (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted March 17, 2019 Share Posted March 17, 2019 Good things are in the works and ready very soon for some Sunday fun! Dang awesome news Link to comment Share on other sites More sharing options...
Bluman Posted March 17, 2019 Share Posted March 17, 2019 what do we need to change in hdhq mod to make the trees drop the elements please Link to comment Share on other sites More sharing options...
Devrix Posted March 18, 2019 Author Share Posted March 18, 2019 what do we need to change in hdhq mod to make the trees drop the elements please Hey Bluman, if you're just using the texture pack itself there should be no compatibility problems! Are you using any of the optional modlets there or anywhere else? Link to comment Share on other sites More sharing options...
stallionsden Posted March 18, 2019 Share Posted March 18, 2019 Hey Bluman, if you're just using the texture pack itself there should be no compatibility problems! Are you using any of the optional modlets there or anywhere else? I think he was asking how you can get the trees from hdhq mofmdlet to drop elements to like vanilla trees Link to comment Share on other sites More sharing options...
Devrix Posted March 18, 2019 Author Share Posted March 18, 2019 I think he was asking how you can get the trees from hdhq mofmdlet to drop elements to like vanilla trees Ah, let me take a look then! Link to comment Share on other sites More sharing options...
Devrix Posted March 18, 2019 Author Share Posted March 18, 2019 what do we need to change in hdhq mod to make the trees drop the elements please I've confirmed full compatibility with HDHQ Base + All Related Modlets, less the Essence Drops. I'm creating a compatibility patch for full HDHQ + Modlets Sorcery compatibility now Link to comment Share on other sites More sharing options...
Devrix Posted March 18, 2019 Author Share Posted March 18, 2019 HDHQ Overhaul + Modlets, Full Compatibility Patch: This is a drag-n-drop Patch Modlet that renders Sorcery fully compatible with HDHQ. Simply drop the unzipped modlet folder into your Mods folder, along with Sorcery and the HDHQ Modlets: Download HDHQ Patch Modlet This patch modlet adds Essence Drops to all trees of HDHQ+Modlets. Link to comment Share on other sites More sharing options...
Bluman Posted March 18, 2019 Share Posted March 18, 2019 Thank you so much Link to comment Share on other sites More sharing options...
Devrix Posted March 18, 2019 Author Share Posted March 18, 2019 Thank you so much My pleasure, enjoy! Link to comment Share on other sites More sharing options...
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