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    Originally posted by thomasd70 View Post
    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.
    Originally posted by voodoov View Post
    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 - - -

    Originally posted by Kilroy5150 View Post
    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.

    Comment


      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.

      Comment


        Ritual Traps / Runic Traps

        Originally posted by Kilroy5150 View Post
        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 seconds
        • Foes are Deep Freezed every 5 seconds the Ritual is performed
        • Foes do less damage to blocks
        • Foes are chilled and slowed on attacking
        • Allies gain damage resistance
        • Ritual 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 trap
        • Foes are Iceburned while standing within the trap



        Comment


          Originally posted by Devrix View Post
          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

          Originally posted by Devrix View Post
          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.

          Comment


            Always fun to see what Devrix is going to come up with next.

            Comment


              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 seconds
              • Stacks are refreshed by all same element spell hits
              • Stacks refresh for all enemies
              • There 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.
              Last edited by Devrix; 04-19-2019, 02:55 AM. Reason: Delayed until fully resolved; sorry guys.

              Comment


                @ 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 )

                7 Days to Die Screenshot 2019.04.16 - 15.43.55.28.jpg
                7 Days to Die Screenshot 2019.04.16 - 15.50.10.09.jpg

                Just a thought From … the Old Gamer ..
                Last edited by gpcstargate; 04-18-2019, 07:58 PM.

                Comment


                  Originally posted by gpcstargate View Post
                  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

                  Comment


                    Originally posted by Devrix View Post
                    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.

                    Comment


                      Originally posted by gpcstargate View Post
                      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.

                      Comment


                        Originally posted by Devrix View Post
                        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 ..

                        Comment


                          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.

                          Comment


                            Originally posted by ottoknabe View Post
                            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!

                            Comment


                              Excellent. Let us know when the patreon site is open and how we can access it. Your work is fantastic and worth supporting

                              Comment


                                SORCERY (v0.7) - STABLE IS NOW LIVE!


                                v0.7 Is Now LIVE!

                                Sorcery v0.7 Features
                                • Stable: Playthrough Ready
                                • NEW: 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!
                                Last edited by Devrix; 04-22-2019, 06:16 AM.

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