Coonfox Posted October 4, 2023 Share Posted October 4, 2023 Bumping, hoping for an update (either to the thread, or the mod). Link to comment Share on other sites More sharing options...
Bladestorm Games Posted October 5, 2023 Author Share Posted October 5, 2023 (edited) 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. Edited October 5, 2023 by Bladestorm Games (see edit history) 2 Link to comment Share on other sites More sharing options...
Coonfox Posted October 5, 2023 Share Posted October 5, 2023 Appreciate the update, and the new relic looks neat. 1 Link to comment Share on other sites More sharing options...
mackerel pike Posted October 6, 2023 Share Posted October 6, 2023 Thank you for the very fun MOD. While I was playing, I thought it would be interesting if you could craft three of the same relic and convert them into a higher-level relic, like Diablo 2's "Horadric Cube." 1 Link to comment Share on other sites More sharing options...
Bladestorm Games Posted October 9, 2023 Author Share Posted October 9, 2023 Teaser #2: The Butcher• A Relic where you can get scaling effects/stats the more invested into The Huntsman perk. 2 Link to comment Share on other sites More sharing options...
Coonfox Posted October 9, 2023 Share Posted October 9, 2023 2 hours ago, Bladestorm Games said: Teaser #2: The Butcher• A Relic where you can get scaling effects/stats the more invested into The Huntsman perk. This would be great for my 25% loot runs. Help shore up that food stock. 1 Link to comment Share on other sites More sharing options...
Bladestorm Games Posted October 13, 2023 Author Share Posted October 13, 2023 Teaser #3: Van Swift's Sickle • A combat focused Relic that has increased effect for Knifes and Blades. 1 Link to comment Share on other sites More sharing options...
Bladestorm Games Posted October 17, 2023 Author Share Posted October 17, 2023 Some time this coming Friday I will be releasing the Major update to this mod. Teaser #4: Feather Fate • A convenience Relic that helps with movement speed. Link to comment Share on other sites More sharing options...
Bladestorm Games Posted October 20, 2023 Author Share Posted October 20, 2023 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 Link to comment Share on other sites More sharing options...
leotopk Posted October 21, 2023 Share Posted October 21, 2023 That's cool. You added selling value for them too. Can't wait to see the rings. 1 Link to comment Share on other sites More sharing options...
Coonfox Posted October 22, 2023 Share Posted October 22, 2023 So happy to see the update! I checked earlier and couldn't access the thread and was concerned, but glad to see I was worried for nothing. Thank you for your work! 1 Link to comment Share on other sites More sharing options...
zerocool88 Posted October 29, 2023 Share Posted October 29, 2023 Hello, I would like to know how I could use the relics in other parts of the armor and add the buffs of each relic to each part of the armor. Link to comment Share on other sites More sharing options...
Manteufel Posted December 3, 2023 Share Posted December 3, 2023 How to make it one relic only? Link to comment Share on other sites More sharing options...
Coonfox Posted June 30 Share Posted June 30 Any chance we'll see an update to this for 1.0? I understand that it's in experimental right now, but I'm just curious about the possibility to have it during proper release. Got very used to playing with this mod. Link to comment Share on other sites More sharing options...
Dragonchampion Posted June 30 Share Posted June 30 Bladestorm's already stated he's gonna try to get it working this weekend. Just gotta wait! Link to comment Share on other sites More sharing options...
Bladestorm Games Posted July 1 Author Share Posted July 1 Updated the mod to work with Game Version 1.0 Experimental / Beta: https://drive.google.com/file/d/1gcJ-jVwbnFgww5uejVnb-Wo5CniMssPt/view?usp=drive_link • Loot probability has been unchanged on my end. (Looting Relics may be more rare if the core game’s loot structure has been changed in 1.0 from alpha) If you want to support me, please check out my indie game: https://store.steampowered.com/app/1186950/Astro_Combat/ 1 Link to comment Share on other sites More sharing options...
Coonfox Posted July 2 Share Posted July 2 Absolute legend. 1 Link to comment Share on other sites More sharing options...
Coonfox Posted July 5 Share Posted July 5 I have an odd question based on something I have off-and-on been trying to figure out how to configure myself: Is there a way to make a mod that enables the AoE shock from the candy item at all times? I know there are relics that give effects to all weapons in various circumstances, but I mostly just want the baton's shock to always be AoE without having to chow candy for it, and I figured you might be the best person I know to ask. Link to comment Share on other sites More sharing options...
vedrit Posted July 5 Share Posted July 5 The relics seem to inconsistently apply their affects in 1.0 I've added the Master Key, Shadow Sight, and Badge of Force to my chest armor, while Badge of Force activates, I don't seem to get any affects from the other two Link to comment Share on other sites More sharing options...
Bladestorm Games Posted July 8 Author Share Posted July 8 On 7/4/2024 at 11:30 PM, Coonfox said: I have an odd question based on something I have off-and-on been trying to figure out how to configure myself: Is there a way to make a mod that enables the AoE shock from the candy item at all times? I know there are relics that give effects to all weapons in various circumstances, but I mostly just want the baton's shock to always be AoE without having to chow candy for it, and I figured you might be the best person I know to ask. Untested, but try this: https://drive.google.com/file/d/1siNlodA6PPPl87WuJqeRvZ98DCLZ4AQP/view On 7/5/2024 at 1:08 AM, vedrit said: The relics seem to inconsistently apply their affects in 1.0 I've added the Master Key, Shadow Sight, and Badge of Force to my chest armor, while Badge of Force activates, I don't seem to get any affects from the other two Thanks for the notice, I will take a look at these issues and make a fix. Link to comment Share on other sites More sharing options...
Coonfox Posted July 9 Share Posted July 9 17 hours ago, Bladestorm Games said: Untested, but try this: https://drive.google.com/file/d/1siNlodA6PPPl87WuJqeRvZ98DCLZ4AQP/view Thanks for the notice, I will take a look at these issues and make a fix. Results of testing are... somewhat inconclusive. I noticed that it seems to depend on having the repulsor mod installed to take effect, at least if I read the config right, so I got that done and while it seems to trigger AoE launch, it doesn't seem to shock in an area. Even without the shock, though, I still count this as a win because it's hilarious. Good on ya. Link to comment Share on other sites More sharing options...
Bladestorm Games Posted July 13 Author Share Posted July 13 On 7/5/2024 at 1:08 AM, vedrit said: The relics seem to inconsistently apply their affects in 1.0 I've added the Master Key, Shadow Sight, and Badge of Force to my chest armor, while Badge of Force activates, I don't seem to get any affects from the other two I've just got done testing Master Key and Shadow Sight. Master Key works for me, note that every 10 Player Levels the effect gets stronger / more noticeable. Shadow Sight works for me, though the only thing not working is the TEXT when you Crit and enemy, but Damage, Crouch Speed, and EXP works on my end. On 7/9/2024 at 3:51 AM, Coonfox said: Results of testing are... somewhat inconclusive. I noticed that it seems to depend on having the repulsor mod installed to take effect, at least if I read the config right, so I got that done and while it seems to trigger AoE launch, it doesn't seem to shock in an area. Even without the shock, though, I still count this as a win because it's hilarious. Good on ya. Oh, did you want the AoE Shock & Knockback just a default effect on Stun Baton? Like ignore that Charge-up building, ignore having to have the repulser mod? If so replace everything in the mod's item.xml with: (note I reduced the force value from 350 to 200) <Config> <append xpath="/items/item[@name='meleeWpnBatonT2StunBaton']"> <effect_group name="always_proc"> <!-- Knockback Proc --> <triggered_effect trigger="onSelfPrimaryActionRayHit" action="Ragdoll" target="otherAOE" range="1.3" duration="@stunBatonDuration" force="200" target_tags="zombie,animal"/> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="Ragdoll" target="otherAOE" range="1.3" duration="@stunBatonDuration" force="200" target_tags="zombie,animal"/> <!-- Shock Proc --> <triggered_effect trigger="onSelfPrimaryActionRayHit" action="AddBuff" target="otherAOE" range="1.3" target_tags="zombie,animal" buff="buffShocked" duration="@stunBatonDuration"/> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="otherAOE" range="1.3" target_tags="zombie,animal" buff="buffShocked" duration="@stunBatonDuration"/> </effect_group> </append> </Config> 1 Link to comment Share on other sites More sharing options...
Coonfox Posted July 15 Share Posted July 15 On 7/13/2024 at 11:57 AM, Bladestorm Games said: I've just got done testing Master Key and Shadow Sight. Master Key works for me, note that every 10 Player Levels the effect gets stronger / more noticeable. Shadow Sight works for me, though the only thing not working is the TEXT when you Crit and enemy, but Damage, Crouch Speed, and EXP works on my end. Oh, did you want the AoE Shock & Knockback just a default effect on Stun Baton? Like ignore that Charge-up building, ignore having to have the repulser mod? If so replace everything in the mod's item.xml with: (note I reduced the force value from 350 to 200) <Config> <append xpath="/items/item[@name='meleeWpnBatonT2StunBaton']"> <effect_group name="always_proc"> <!-- Knockback Proc --> <triggered_effect trigger="onSelfPrimaryActionRayHit" action="Ragdoll" target="otherAOE" range="1.3" duration="@stunBatonDuration" force="200" target_tags="zombie,animal"/> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="Ragdoll" target="otherAOE" range="1.3" duration="@stunBatonDuration" force="200" target_tags="zombie,animal"/> <!-- Shock Proc --> <triggered_effect trigger="onSelfPrimaryActionRayHit" action="AddBuff" target="otherAOE" range="1.3" target_tags="zombie,animal" buff="buffShocked" duration="@stunBatonDuration"/> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="otherAOE" range="1.3" target_tags="zombie,animal" buff="buffShocked" duration="@stunBatonDuration"/> </effect_group> </append> </Config> Testing is positive. The baton is now a warcrime. Link to comment Share on other sites More sharing options...
Coonfox Posted July 21 Share Posted July 21 Hey, spotted a modpack on Nexus that by the name, I'm guessing is using your mods. Are you aware of this one? https://www.nexusmods.com/7daystodie/mods/5429 Link to comment Share on other sites More sharing options...
Aboo Posted July 21 Share Posted July 21 3 hours ago, Coonfox said: Hey, spotted a modpack on Nexus that by the name, I'm guessing is using your mods. Are you aware of this one? https://www.nexusmods.com/7daystodie/mods/5429 He stole many people's mods and released it as an Overhaul mod. Report it. Link to comment Share on other sites More sharing options...
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