Devrix Posted April 21, 2019 Share Posted April 21, 2019 (edited) v0.7 Is Now LIVE! Residents of Darkness Falls, this Sorcery Update includes a handful of important fixes for you! 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! 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. NOTE: Please remember not to bother Khaine with any Sorcery related questions. Instead, refer directly to the Sorcery Thread or Wiki. Edited April 22, 2019 by Devrix Sorcery Crafting is governed by <Element Mastery>; Reinstall Modlet if having trouble (see edit history) Link to comment Share on other sites More sharing options...
KhaineGB Posted April 21, 2019 Author Share Posted April 21, 2019 Working on a bullet catcher mod for guns to give the player bullet casings after firing. Seems to be working well. Link to comment Share on other sites More sharing options...
Henky Posted April 21, 2019 Share Posted April 21, 2019 That looks awesome!!! any chance you'll add other new mods for weapons (new skins maybe? or a mod that allows shotguns to be useful?) Or...increase the number of mods per level of weapon? (even if the one you increase is the final one, it would be awesome ...imagine having up to 8-9 mods per weapon !) Link to comment Share on other sites More sharing options...
Wacko Posted April 21, 2019 Share Posted April 21, 2019 Hiya All, Need some help on a couple things. Generator Bank?? What perk is it under? I have "used" the generator bank schematic and have all the electric perks unlocked but it still says required recipe unknown when I try to craft it. Is it hidden somewhere else? Also, under advanced forge, it shows red 0 or 1 on the perks, yet I can craft it. I have the red 0's all through my perk trees. Whats up with this? Link to comment Share on other sites More sharing options...
KhaineGB Posted April 21, 2019 Author Share Posted April 21, 2019 Mods, maybe... but not new skins. Just because I SUCK at texturing. I also don't know if it's possible to swap skins on a gun model. I know it is on the zombies... but not sure about guns. Increased mods is already a feature. Not 8-9, but quality level 8 increases most weapons/tools from 5 slots to 6. The reason I limited it to that is because the installable tags limits how many you can put on 1 weapon/tool as is. And I really didn't feel like re-writing all of the tags. - - - Updated - - - Hiya All, Need some help on a couple things. Generator Bank?? What perk is it under? I have "used" the generator bank schematic and have all the electric perks unlocked but it still says required recipe unknown when I try to craft it. Is it hidden somewhere else? Also, under advanced forge, it shows red 0 or 1 on the perks, yet I can craft it. I have the red 0's all through my perk trees. Whats up with this? [ATTACH=CONFIG]28214[/ATTACH] I think the generator bank is using the A17 method of unlocking. I need to double check it against perks and fix as necessary, Red number means you don't meet the requirements in some way. So in the case of the advanced forge, you probably took the laborer class because the laborer gets it at Hammer and Forge 5. ALWAYS check your class perks and their descriptions before you buy a generic perk. Link to comment Share on other sites More sharing options...
Wacko Posted April 21, 2019 Share Posted April 21, 2019 I think the generator bank is using the A17 method of unlocking. I need to double check it against perks and fix as necessary, Red number means you don't meet the requirements in some way. So in the case of the advanced forge, you probably took the laborer class because the laborer gets it at Hammer and Forge 5. ALWAYS check your class perks and their descriptions before you buy a generic perk. Thanks for the quick reply KhaineGB. I figured the red meant I got it in the specific class tree but wanted to double check. As for the generator, anywhere I can check and fix in the configs? I am at the stage of powering my base but can't unlock it for some reason. Link to comment Share on other sites More sharing options...
Lancer005 Posted April 21, 2019 Share Posted April 21, 2019 DF Experimental alpha 17 great mod. On the DF Small Map I located 2 floating houses and thought you may be able to fix before release both located @ 1174 N 54 E Keep up the great work Link to comment Share on other sites More sharing options...
KhaineGB Posted April 21, 2019 Author Share Posted April 21, 2019 Looks like I forgot to add it as an unlockable to electricity basics. So add it here... this is in progression.xml. <perk name="perkElectricBasics" parent="skillPerks" name_key="perkElectricBasicsName" desc_key="perkElectricBasicsDesc" base_skill_point_cost="1" min_level="0" max_level="2" icon="ui_game_symbol_electric_power"> <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="perkCraftScience" operation="GTE" value="1" desc_key="reqScience1"/></level_requirements> <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="perkCraftScience" operation="GTE" value="2" desc_key="reqScience2"/></level_requirements> <effect_group> <passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="1,2" tags="wireTool,electricwirerelay,switch,ceilingLight01_player,electrictimerrelay"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="2" tags="spotlightPlayer,speaker,pressureplate,pressureplateLong,motionsensor,generatorbank"/> <effect_description level="1" desc_key="perkElectricBasicsRank1Desc"/> <effect_description level="2" desc_key="perkElectricBasicsRank2Desc"/> </effect_group> </perk> I'll either add it as a level 2 to that or make it a seperate perk like it was in A16. Link to comment Share on other sites More sharing options...
Wacko Posted April 21, 2019 Share Posted April 21, 2019 (edited) Looks like I forgot to add it as an unlockable to electricity basics. So add it here... this is in progression.xml. <perk name="perkElectricBasics" parent="skillPerks" name_key="perkElectricBasicsName" desc_key="perkElectricBasicsDesc" base_skill_point_cost="1" min_level="0" max_level="2" icon="ui_game_symbol_electric_power"> <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="perkCraftScience" operation="GTE" value="1" desc_key="reqScience1"/></level_requirements> <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="perkCraftScience" operation="GTE" value="2" desc_key="reqScience2"/></level_requirements> <effect_group> <passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="1,2" tags="wireTool,electricwirerelay,switch,ceilingLight01_player,electrictimerrelay"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="2" tags="spotlightPlayer,speaker,pressureplate,pressureplateLong,motionsensor,generatorbank"/> <effect_description level="1" desc_key="perkElectricBasicsRank1Desc"/> <effect_description level="2" desc_key="perkElectricBasicsRank2Desc"/> </effect_group> </perk> I'll either add it as a level 2 to that or make it a seperate perk like it was in A16. Thanks mate, will add now to mine. Love the mod, not too hard but feels right with progression etc. Edited April 21, 2019 by Wacko (see edit history) Link to comment Share on other sites More sharing options...
sycotic Posted April 21, 2019 Share Posted April 21, 2019 Im pre-syncing df exp from modlauncher and it looks like it will take half a day. Is it always that slow? Link to comment Share on other sites More sharing options...
Henky Posted April 21, 2019 Share Posted April 21, 2019 You are the greatest!! any ideas when all these changes will be available? (I have the 7D2D installed with the "Darkness Falls" installed (not the DF experimental) I'm eager to try them all! Link to comment Share on other sites More sharing options...
Boe14 Posted April 21, 2019 Share Posted April 21, 2019 Ok... great thanx for the response... great work on this overhaul. Best one I’ve played to date!! Link to comment Share on other sites More sharing options...
Boe14 Posted April 21, 2019 Share Posted April 21, 2019 I just loaded up the new experimental version. I got an error when loading about a loot.xml issue. I tried to play anyways and everything seemed to be fine until I tried to loot a dropped loot bag. I could not loot it as an error came up something about a bad item. Any suggestions. Oh and I did have an increased loot drop mod added at first. Thought that might be the issue so I removed it. Same issue, so I reinstalled your mod and restarted. Same issue Link to comment Share on other sites More sharing options...
Mythixdino Posted April 21, 2019 Share Posted April 21, 2019 I just loaded up the new experimental version. I got an error when loading about a loot.xml issue. I tried to play anyways and everything seemed to be fine until I tried to loot a dropped loot bag. I could not loot it as an error came up something about a bad item. Any suggestions. Oh and I did have an increased loot drop mod added at first. Thought that might be the issue so I removed it. Same issue, so I reinstalled your mod and restarted. Same issue I suggest starting a new world as well (if you didn't do this). Link to comment Share on other sites More sharing options...
KhaineGB Posted April 21, 2019 Author Share Posted April 21, 2019 I'd need to know what the error is to even work out where the problem is... But everyone else seems to be working fine with the latest experimental. Link to comment Share on other sites More sharing options...
Boe14 Posted April 22, 2019 Share Posted April 22, 2019 (edited) After uninstalling and reinstalling again there was no problem. I am guessing that there must have been a little something left from the modlette somewhere. One other thing I just ran into is I got all 5 points in pack mule but it only opened about half my pack. 53 slots to be exact. Is there something else that opens the rest? Edited April 22, 2019 by Boe14 Editing (see edit history) Link to comment Share on other sites More sharing options...
Bhaaltazar Posted April 22, 2019 Share Posted April 22, 2019 (edited) After uninstalling and reinstalling again there was no problem. I am guessing that there must have been a little something left from the modlette somewhere. One other thing I just ran into is I got all 5 points in pack mule but it only opened about half my pack. 53 slots to be exact. Is there something else that opens the rest? Try a backpack - you do need tailor workbench and sewing kit to make it. You also have DFarmor mods that unlocks 10+ slots. Though regular storage mods doesn't work in armors. Edited April 22, 2019 by Bhaaltazar (see edit history) Link to comment Share on other sites More sharing options...
Bhaaltazar Posted April 22, 2019 Share Posted April 22, 2019 (edited) Khaine playing DF Experimental: So I'm going through progression.xml for Butchering tools lvl2, perkbowweapons2... and it says requirements are reqweapons4 - which means i leveled to lvl80 unlocked all crafting perks to lvl4 ( weps, tools, guns... ) yet it still says I don't meet the requirements? According to progression.xml this should be it - so what am I missing? Side note - you did a superb job in balancing the pack - best by far, but it would be even better without any level gates ( personaly I prefer "gates" behind skills progression or combination of those. Also if you find a book recipe than recipe should be unlocked, but materials like steel for example are still locked behind normal progression, which means you either buy them or find them elsewhere salvaging etc. I know you are limited by TFP limitations, but I think these could be done. One more - last one I promise: generalschematics should have higher drop chance since they are the only way to make mods. Day 19 and I only found 5 of those after looting 2 Bookstore towers and 5 big libraries ( QualityJoe 5/5 ) - I have only few mods that I found in loot boxes, but mostly for tools. Maybe a little tweak here would be nice, since recipes requires from 5 - 10 schematics for a single mod. Great playthrough so far, you really balanced the perks and gameplay spot on. ( with few tweaks perhaps as mentioned above ). Edited April 22, 2019 by Bhaaltazar (see edit history) Link to comment Share on other sites More sharing options...
Lorri Posted April 22, 2019 Share Posted April 22, 2019 I'm fairly new to Darkness Falls but I am really loving it. The creators have done an amazing job!!!! One thing I have been stuck on is a welding torch. I can't craft it and I can't find it at any traders so far. Is it a rare spawn? Would love to build a minibike but that torch is needed. Can anyone help? Link to comment Share on other sites More sharing options...
Henky Posted April 22, 2019 Share Posted April 22, 2019 Hi Lorri, It happened to me in my first playthrough, too. My advise; you usually spawn near a place called "drugs and guns". Near that place there's a merchant and quite close a city. Go to the city and keep looking for places where there are construction boxes (there are shops with a sign saying something like "XX tools".) The welding torch tends to spawn on these boxes. Also, look for big buildings because some are like supermarkets (or something along the lines) and you have lots of loots and construction boxes there. Link to comment Share on other sites More sharing options...
Bhaaltazar Posted April 22, 2019 Share Posted April 22, 2019 I'm fairly new to Darkness Falls but I am really loving it. The creators have done an amazing job!!!! One thing I have been stuck on is a welding torch. I can't craft it and I can't find it at any traders so far. Is it a rare spawn? Would love to build a minibike but that torch is needed. Can anyone help? You can find them in Pass-n-Gass crates, working stiff crates. But Pass n gass crates has the highest drop rate for me. Link to comment Share on other sites More sharing options...
KhaineGB Posted April 22, 2019 Author Share Posted April 22, 2019 (edited) After uninstalling and reinstalling again there was no problem. I am guessing that there must have been a little something left from the modlette somewhere. One other thing I just ran into is I got all 5 points in pack mule but it only opened about half my pack. 53 slots to be exact. Is there something else that opens the rest? You also need a full set of clothes, with triple-storage pockets installed... yes those go on clothes now, and chest armor with the tactical rigging installed. Khaine playing DF Experimental: So I'm going through progression.xml for Butchering tools lvl2, perkbowweapons2... and it says requirements are reqweapons4 - which means i leveled to lvl80 unlocked all crafting perks to lvl4 ( weps, tools, guns... ) yet it still says I don't meet the requirements? According to progression.xml this should be it - so what am I missing? Side note - you did a superb job in balancing the pack - best by far, but it would be even better without any level gates ( personaly I prefer "gates" behind skills progression or combination of those. Also if you find a book recipe than recipe should be unlocked, but materials like steel for example are still locked behind normal progression, which means you either buy them or find them elsewhere salvaging etc. I know you are limited by TFP limitations, but I think these could be done. One more - last one I promise: generalschematics should have higher drop chance since they are the only way to make mods. Day 19 and I only found 5 of those after looting 2 Bookstore towers and 5 big libraries ( QualityJoe 5/5 ) - I have only few mods that I found in loot boxes, but mostly for tools. Maybe a little tweak here would be nice, since recipes requires from 5 - 10 schematics for a single mod. Great playthrough so far, you really balanced the perks and gameplay spot on. ( with few tweaks perhaps as mentioned above ). Huh, I have no idea on the weapons. I'll do some testing later. The reason there are level gates, is because A16 had level gates. THe progression for the experimental version is basically A16 + some A17 bits I liked. A lot of folks forget A16 had level gates in place. Will look into those schematics. I had a feeling they didn't drop often enough too. May move them into the common book group. EDIT: Turns out the schematics WERE in the common book group, but not having a probability assigned to them... because I stupidly thought that'd make it default to 1... meant they weren't dropping as often as I'd like. Also got rid of the quality levels on the books, finally. Edited April 22, 2019 by KhaineGB (see edit history) Link to comment Share on other sites More sharing options...
Henky Posted April 23, 2019 Share Posted April 23, 2019 Hi Khaine, Are all these new traits going to be also in the Darkness Falls "normal" version or is this experiment version exclusive? If they are going to be for the normal Darkness Falls, do you know when they'll be available? Thanks!!! Link to comment Share on other sites More sharing options...
KhaineGB Posted April 23, 2019 Author Share Posted April 23, 2019 Yep. The way experimental progression is currently set up is VERY likely how the stable version is going to be. Aside from any necessary balance tweaks, obviously. Link to comment Share on other sites More sharing options...
Kawil Posted April 24, 2019 Share Posted April 24, 2019 Also got rid of the quality levels on the books, finally. Yay! Link to comment Share on other sites More sharing options...
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