Devrix Posted April 16, 2019 Author Share Posted April 16, 2019 Thanks for the correction. Im using Darknes Falls and did not find the intelect, but i did search for it il wait for a patch. iam also playing darkness falls. maxed intellect (first page) and maxed spell power gives me purple spells/gear. 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 - - - I got this, on my dedicated server.....anything to worry about? 2019-04-16T13:54:26 133.620 WRN XML patch for "progression.xml" from mod "Sorcery" did not apply: <insertAfter xpath="/progression/attributes[//attribute[@name=attArcher' or @IGNORE='MOD COMPATIBILITY PATCH]]" 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. Link to comment Share on other sites More sharing options...
Kilroy5150 Posted April 17, 2019 Share Posted April 17, 2019 Quick question. Is it possible to code in a magical energy barrier (that can be seen like the green of the claim block) and have it on progressive levels? I've used sorcery but only after getting the more basic things taken care of and establishing a base. Turrets are expensive because they require bullets but possibly having an artifact that can be imbued with magical essence (like solar does to batteries) and it being placed in the middle of your area would certain be an insanely cool effect. Watching zombies incinerate or freeze and explode or even get struck down by a lighting barrier would be (for a lack of better words) "awesome". I'm sure it would require a high-level sorcerer to maintain it. I was into AD&D back when it was nothing more than using some paper, dice, and your mind for imagination but to see this would be amazing. Right now, i inhabit a Crack-A-Books corporate building and i love the structure because i can use it for so many different things. To shield it, with magic, would be great. Just a thought. Link to comment Share on other sites More sharing options...
Devrix Posted April 17, 2019 Author Share Posted April 17, 2019 Ritual Traps / Runic Traps Quick question. Is it possible to code in a magical energy barrier (that can be seen like the green of the claim block) and have it on progressive levels? I've used sorcery but only after getting the more basic things taken care of and establishing a base. Turrets are expensive because they require bullets but possibly having an artifact that can be imbued with magical essence (like solar does to batteries) and it being placed in the middle of your area would certain be an insanely cool effect. Watching zombies incinerate or freeze and explode or even get struck down by a lighting barrier would be (for a lack of better words) "awesome"..... 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 secondsFoes are Deep Freezed every 5 seconds the Ritual is performedFoes do less damage to blocksFoes are chilled and slowed on attackingAllies gain damage resistanceRitual 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 trapFoes are Iceburned while standing within the trap Link to comment Share on other sites More sharing options...
AllPainful Posted April 17, 2019 Share Posted April 17, 2019 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. ** Many special thanks to @Jaga for facilitating the multiplayer environment to aid the game bug workarounds!  Glad to hear you got it fixed with a work around, sorry it required an entire rework of the spells, in that aspect I am glad said bug was found early in the development. Hope it doesn't delay the lightning and spell rebalance update too much as I love this mod  Great news... Ritual Traps are on the list of upcoming features, alongside Runic Traps! ...  That sounds awesome. Both the Ritual and the Runic. Love this mod! Keep up the great work. Link to comment Share on other sites More sharing options...
Jaga Posted April 18, 2019 Share Posted April 18, 2019 Always fun to see what Devrix is going to come up with next. Link to comment Share on other sites More sharing options...
Devrix Posted April 18, 2019 Author Share Posted April 18, 2019 (edited) 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 secondsStacks are refreshed by all same element spell hitsStacks refresh for all enemiesThere 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. Edited April 19, 2019 by Devrix Delayed until fully resolved; sorry guys. (see edit history) Link to comment Share on other sites More sharing options...
gpcstargate Posted April 18, 2019 Share Posted April 18, 2019 (edited) @ Devrix Have a Question in reference to Repairing Armor .. I tried a couple of thing and nothing seemed to work .. so I just made new. .. And .. I did not find anything that pointed me in the right direction in your forum or I just missed it. Playing Darkness Falls v 2.04 and your 0.692 modlet using the Mod Launcher: I know this isn't important .. but my Current Base: (still not done )  Just a thought From … the Old Gamer .. Edited April 18, 2019 by gpcstargate (see edit history) Link to comment Share on other sites More sharing options...
Devrix Posted April 18, 2019 Author Share Posted April 18, 2019 Have a Question in reference to Repairing Armor .. I tried a couple of thing and nothing seemed to work .. so I just made new. .. And .. I did not find anything that pointed me in the right direction in your forum or I just missed it..... 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 Link to comment Share on other sites More sharing options...
gpcstargate Posted April 19, 2019 Share Posted April 19, 2019 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  I'll have to try again .. because that is what I was thinking and had it in my inventory .. but it would not repair and repair didn't even come on or light up as to work .. " I had fire and ice essence on me like 50 of each, thinking that should be enough " I will try again later .. Oh .. this was on some Trans armor if that makes a difference I picked up. Link to comment Share on other sites More sharing options...
Devrix Posted April 19, 2019 Author Share Posted April 19, 2019 I'll have to try again .. because that is what I was thinking and had it in my inventory .. but it would not repair and repair didn't even come on or light up as to work .. " I had fire and ice essence on me like 50 of each, thinking that should be enough " I will try again later .. Oh .. this was on some Trans armor if that makes a difference I picked up. Keep in mind there's the different Rarities / Tiers of Essence 1 star, 2 star, etc. Link to comment Share on other sites More sharing options...
gpcstargate Posted April 19, 2019 Share Posted April 19, 2019 Keep in mind there's the different Rarities / Tiers of Essence 1 star, 2 star, etc.  OK .. That answers the question then I think .. I didn't have high enough Tier of Essence on me .. And Thank you for fast reply .. Played 8 hrs straight today doing Trader quest and what not's. As I always say .. Have Fun and Enjoy .. the Old Gamer .. Link to comment Share on other sites More sharing options...
ottoknabe Posted April 19, 2019 Share Posted April 19, 2019 Just want to say how much enjoyment i have got from playing your mod. I am a long time 7dtd player, started alpha 9, and i always found myself losing interest in a game around day 28. This time I'm at day 60 and still loving it. If you have a patreon account or similsr then let me know what it is as I'd love to give you some financial support. Link to comment Share on other sites More sharing options...
Devrix Posted April 19, 2019 Author Share Posted April 19, 2019 Just want to say how much enjoyment i have got from playing your mod. I am a long time 7dtd player, started alpha 9, and i always found myself losing interest in a game around day 28. This time I'm at day 60 and still loving it. If you have a patreon account or similsr then let me know what it is as I'd love to give you some financial support. 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! Link to comment Share on other sites More sharing options...
ottoknabe Posted April 19, 2019 Share Posted April 19, 2019 Excellent. Let us know when the patreon site is open and how we can access it. Your work is fantastic and worth supporting Link to comment Share on other sites More sharing options...
Devrix Posted April 21, 2019 Author Share Posted April 21, 2019 (edited) SORCERY (v0.7) - STABLE IS NOW LIVE! v0.7 Is Now LIVE! Sorcery v0.7 Features Stable: Playthrough ReadyNEW: 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! Edited April 22, 2019 by Devrix (see edit history) Link to comment Share on other sites More sharing options...
Jaga Posted April 21, 2019 Share Posted April 21, 2019 Really really glad to be past the MP bugs, and it turns out Sorcery is using a MUCH improved system with stacking and charging up spells now. Link to comment Share on other sites More sharing options...
gpcstargate Posted April 21, 2019 Share Posted April 21, 2019 @ Devrix A question for an old guy .. will this auto update in the DF game ? .. OR .. Do I need to uninstall the modlet and then reinstall it for the update to happen and then recopy local file text over as normal .. Using the Mod Launcher . Don't want to lose all that work I put in building the base. Thank you .. hoping you are having a good weekend … the Old Gamer .. Link to comment Share on other sites More sharing options...
Jaga Posted April 21, 2019 Share Posted April 21, 2019 @ Devrix A question for an old guy .. will this auto update in the DF game ? .. OR .. Do I need to uninstall the modlet and then reinstall it for the update to happen and then recopy local file text over as normal .. Using the Mod Launcher . Don't want to lose all that work I put in building the base. Thank you .. hoping you are having a good weekend … the Old Gamer ..  From my experience an uninstall/reinstall on the modlet is the safest way to go. I think Devrix mentions it in the first post here too. Along with that, copying localization.txt from Sorcery into the DF localization.txt (unless you have the Localization modlet working) is needed since I think several spells and other items have updated text. Been testing this afternoon and all my old items are working well with the updated systems. It's MUCH more fun to play. Link to comment Share on other sites More sharing options...
AllPainful Posted April 21, 2019 Share Posted April 21, 2019 LOVE the new update, some of the spells can be really OP now, but you already stated a rebalance is in the works for the lightning update so thats cool.  There is 1 thing I wanted to bring to your attention as I don't think it was intentional.. Pre-charging. If you charge up your spellcast to 4 orbs, hit R to "reload" (IE the way you can put away your bow without out firing after drawing it back, to save arrows, also works with spellcasts) the next time you draw it back to fire it is already charged to 4 orbs for the first shot. Link to comment Share on other sites More sharing options...
Jaga Posted April 22, 2019 Share Posted April 22, 2019 If you charge up your spellcast to 4 orbs, hit R to "reload" (IE the way you can put away your bow without out firing after drawing it back, to save arrows, also works with spellcasts) the next time you draw it back to fire it is already charged to 4 orbs for the first shot. Those charges go away if you haven't cast any spell from the same element in 10 (?) seconds. Try charging it, "holstering it", then waiting >10 seconds and see if you still have 4 orbs on your spellcast. You shouldn't. Link to comment Share on other sites More sharing options...
ottoknabe Posted April 22, 2019 Share Posted April 22, 2019 A question about running sorcery with ravenhurst. Currently im running sorcery from the mod launcher so i get it with vanilla. I am guessing that i need to overwrite vanilla with ravenhurst and then run the sorcery mod to get both as i cant do both via the launcher? I tried to do that previously following Devrix instructions but i never sorcery, just ravenhurst working. Thanks from another old gamer Link to comment Share on other sites More sharing options...
Jaga Posted April 22, 2019 Share Posted April 22, 2019 A question about running sorcery with ravenhurst. Currently im running sorcery from the mod launcher so i get it with vanilla. I am guessing that i need to overwrite vanilla with ravenhurst and then run the sorcery mod to get both as i cant do both via the launcher? I tried to do that previously following Devrix instructions but i never sorcery, just ravenhurst working. Thanks from another old gamer If you install RH from the Mod Launcher, you can also add Sorcery in as a Modlet. Click the "Manage Modlets" button to the right when viewing your RH install, and you can add it in the View Available section. Don't forget to patch your RH localization.txt by adding the contents of Sorcery's localization.txt to the end. I run both, and they work very well together. Link to comment Share on other sites More sharing options...
ottoknabe Posted April 22, 2019 Share Posted April 22, 2019 Thanks Jaga. Just trying that now. Any suggestions on which versions of RH are best? I'm attracted to the 4K version of course and I'm hoping my rig can run it. Link to comment Share on other sites More sharing options...
Jaga Posted April 22, 2019 Share Posted April 22, 2019 I don't think any high-res version is working in Ravenhearst 5.x right now. From the RH 5.1 release notes: -Removed HD Texture Pack for Now. It may return in a future release as a modlet I run RH 5.12 (default textures) + Sorcery 0.7 (modlet), and everything looks/plays just fine. Haven't upgraded to RH 5.13 yet, still helping with testing on the Sorcery side. But soon! Link to comment Share on other sites More sharing options...
ottoknabe Posted April 22, 2019 Share Posted April 22, 2019 Ok Thanks for the heads up Link to comment Share on other sites More sharing options...
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