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🧙 Sorcery POI Shrines Content Update Now LIVE! (v0.973) 🦃


Devrix

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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 Each
  • Rune Mods: Powerful and stackable, 5 Tiers
  • Essence Harvesting increased
  • Tree Essence improved
  • All Spells improved
  • Spellcasting Costs reduced
  • Spellcast Cauterize improved
  • Several tweaks and balances
  • Expanded Backpack compatibility (see main thread)

7d2d-sorcery-runemastery.png

7d2d-sorcery-runemastery2.png

 

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).

 

  1. Download: Sorcery.zip (0.65)
  2. Unzip: Sorcery.zip directly into your Mods folder (\7 Days To Die\Mods). Create the Mods folder here if it doesn't already exist.
  3. Verify Mod Path: (\7 Days To Die\Mods\Sorcery)
  4. Open Localization: (\7 Days To Die\Mods\Sorcery\Localization.txt)
  5. Copy All Text: CTRL+A then CTRL+C (or right-click: Select All then Copy)
  6. Open Game Localization: (\7 Days To Die\Data\Config\Localization.txt)
  7. 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.
  8. 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)
  9. Verify & Save: If everything looks good, Save the Localization.txt file: CTRL+S
  10. AWAKEN ESSENCE: You're ready to play as a post-apocalyptic harbinger of the elements... may your training commence!

Edited by Devrix (see edit history)
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Sorcery 0.65 is now LIVE!

Sorcery 0.65 Features

  • Sorcerer Loot!
  • Sorcerer Armor and Clothing: 5 Tiers Each
  • Rune Mods: Powerful and stackable, 5 Tiers
  • Essence Harvesting increased
  • Tree Essence improved
  • All Spells improved
  • Spellcasting Costs reduced
  • Spellcast Cauterize improved
  • Several tweaks and balances
  • Trader integration
  • Expanded Backpack compatibility (see main thread)

7d2d-sorcery-runemastery.png

7d2d-sorcery-runemastery2.png

 

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).

 

  1. Download: Sorcery.zip (0.65)
  2. Unzip: Sorcery.zip directly into your Mods folder (\7 Days To Die\Mods). Create the Mods folder here if it doesn't already exist.
  3. Verify Mod Path: (\7 Days To Die\Mods\Sorcery)
  4. Open Localization: (\7 Days To Die\Mods\Sorcery\Localization.txt)
  5. Copy All Text: CTRL+A then CTRL+C (or right-click: Select All then Copy)
  6. Open Game Localization: (\7 Days To Die\Data\Config\Localization.txt)
  7. 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.
  8. 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)
  9. Verify & Save: If everything looks good, Save the Localization.txt file: CTRL+S
  10. AWAKEN ESSENCE: You're ready to play as a post-apocalyptic harbinger of the elements... may your training commence!

 

Whoot whoot awesome stuff mr devrix

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Just saw the teaser for med mod book 2 at the start of the thread woot!!! Glad to see youre going to be involved :flame:

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 by Devrix (see edit history)
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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.

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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.

  1. Unfortunately that's impossible atm; this is a restriction by the game infrastructure itself.
  2. 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.
  3. This is currently planned and in the works; spells will "empower" during biome specific events and effects, such as storms.

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SORCERY (v0.66) IS NOW LIVE WITH SORCERY LOOT, RUNES AND CRAFTING! :)

 

Sorcery 0.66 is now LIVE!

play=1

 

Sorcery 0.66 Features

  • Sorcerer Loot!
  • Sorcerer Armor and Clothing: 5 Tiers Each
  • Rune Mods: Powerful and stackable, 5 Tiers
  • Conjure Recipes: Sorcerer Armor, Runes
  • Conjure Augments: Loom and Hammer
  • Rune Crafting: Rune Mastery
  • Armor Crafting: Sorcery Attribute
  • Improved Spellcast Lighting
  • Improved Runes, Loot, Trader Integration
  • Essence Harvesting increased
  • Tree Essence improved
  • All Spells improved
  • Spellcasting Costs reduced
  • Spellcast Cauterize improved
  • Several tweaks and balances
  • Expanded 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 by Devrix
Trader issues resolved in 0.67 (see edit history)
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Sorcery 0.67 is now LIVE!

sorcery-lock-shatter-rune-mod.png

Sorcery 0.67 Features

  • Sorcerer Loot fully integrated
  • Sorcerer Armor and Clothing: 5 Tiers Each
  • Rune Mods: Powerful and stackable, 5 Tiers
  • Conjure Recipes: Sorcerer Armor, Runes
  • Conjure Augments: Loom and Hammer
  • Rune Crafting: Rune Mastery
  • Armor Crafting: Sorcery Attribute
  • Improved Spellcast Lighting
  • Improved Runes and Loot
  • Essence Harvesting improved
  • Tree Essence improved
  • Complete Trader Integration (issues resolved)
  • Sorcery Items can be Scrapped into Essence
  • Sorcery Items can now be sold
  • Sorcery Items can be purchased from Traders
  • New Rune: Lock Shatter (I-V)

 

sorcery-trader-integration.png

 

 

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.

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Sorcery 0.67 is now LIVE!

sorcery-lock-shatter-rune-mod.png

Sorcery 0.67 Features

  • Sorcerer Loot fully integrated
  • Sorcerer Armor and Clothing: 5 Tiers Each
  • Rune Mods: Powerful and stackable, 5 Tiers
  • Conjure Recipes: Sorcerer Armor, Runes
  • Conjure Augments: Loom and Hammer
  • Rune Crafting: Rune Mastery
  • Armor Crafting: Sorcery Attribute
  • Improved Spellcast Lighting
  • Improved Runes and Loot
  • Essence Harvesting improved
  • Tree Essence improved
  • Complete Trader Integration (issues resolved)
  • Sorcery Items can be Scrapped into Essence
  • Sorcery Items can now be sold
  • Sorcery Items can be purchased from Traders
  • New Rune: Lock Shatter (I-V)

 

sorcery-trader-integration.png

 

 

 

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:

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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?

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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

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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 :)

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  • Devrix changed the title to 🧙 Sorcery POI Shrines Content Update Now LIVE! (v0.973) 🦃

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