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Thread: Sorcery

  1. #166
    Ranger Devrix's Avatar
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    Quote Originally Posted by Loreless View Post
    Im really enjoying this modlet, thank you.
    Some quick questions for clarification on my own part... Im trying to figure out the flow chart in my head of how Spellcasts, Essence, Runes, "mods", and perks all match up.
    Hi, glad you're enjoying it! Happy to clarify... quite frankly, a Wiki is definitely needed as we're only gonna grow from here!

    SPELLCAST(S): The weapon used to "cast spells"; load spells of its elements into it.

    ESSENCE
    : Harvested and "fed" to a Conjure as a resource to craft Fire, Ice, Lightning Spells, Armor, Runes and other elemental sorceries.

    RUNES: Sorcery exclusive "mods" typically possessing Sorcery abilities, functionality, effects.

    Quote Originally Posted by Loreless View Post
    In general, I understand the concept of stacks but Im not sure if this is visibly represented by the rotating orbs near zombie's feet or if this is something totally different.
    ELEMENTAL STACKS
    You're correct, "stacks" of any kind are represented by the Rotating Elemental Orbs found at the feet.

    • Stacks are applied by base spells only (Fire, Ice, Lightning), unless you have special abilities/mods/armor changing that.
    • Stacks are a damage and chance multipliers for just about all spells and effects (very important for higher tier spells).
    • Stacks expire after several seconds of no Fire / Ice Spell hits.


    ** A good strategy is cast a upper tier spell and "stack up" using base spells to amplify damage/effects



    Quote Originally Posted by Loreless View Post
    The description of the fire spellcast lists a primary function, secondaries, and passives which are unlocked via Perks.

    Also, if I hold right mouse button I start flaming up but again Im not sure what Im doing, if anything, other than burning stamina/spirit. I have yet to unlock the meteor fall/jump or the super speed but the description says while channeling/casting. To add to this, Fire Mastery perk mentioned "alterations" to spellcasts. Is this related to modding the spellcasts or something else. Then if I "mod" a spellcast by adding a rune, this adds a chance to proc an addition debuff/dmg bonus?
    SPELLCAST ABILITIES
    PRIMARY:
    "Spellcasting" refers to holding your Primary Action Button (Spell in hand FX).

    SECONDARY: "Channeling" refers to holding your Secondary Action Button (visual effects when enabled). Base Channel power of a Spellcast is increased damage and spell projectile speed.

    SPELLCAST MASTERY: Unlocks the the ability to learn Fire, Ice, Lightning exclusive Spellcast abilities, just as you unlock the ability to "alter"/learn Spell abilities via their Mastery: Fire, Ice, Lightning. Just as with Spells, once "unlocking" via Spellcast Mastery, you'll still need to "Learn" the ability of the Spellcast you wanna use.

    E.x. "Cauterize" of the Fire Spellcast requires: Spellcast Mastery Level 2 because you can't "alter"/unlock/learn any abilities until then.


    Hope that helps shine some light! At some point, I'll start building and provide a proper Wiki.
    Last edited by Devrix; 03-19-2019 at 09:03 PM.

  2. #167
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    XP PATCH RELEASED (v0.68)
    This small patch ensures you're granted XP/kill acknowledgement for Ice Storm and similar AoE Spell Kills triggered by entities. Additionally, this will ensure you're granted XP for Trap and General kills.

    I'd like feedback as to whether or not the majority like this behavior (trap and general kill xp).

    ** This patch update does not require additional Localization changes
    Last edited by Devrix; 03-19-2019 at 09:42 PM.

  3. #168
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    Quote Originally Posted by Devrix View Post
    XP PATCH RELEASED (v0.68)
    This small patch ensures you're granted XP/kill acknowledgement for Ice Storm and similar AoE Spell Kills triggered by entities. Additionally, this will ensure you're granted XP for Trap and General kills.

    I'd like feedback as to whether or not the majority like this behavior (trap and general kill xp).

    ** This patch update does not require additional Localization changes
    I vote yes I like this change. I am wondering if in the future it'll be possible to be able to pick which spell tree we can start with in the awakening quest?

  4. #169
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    Ill leave this here:
    <<How do i mix the 2 mods?

    sphereii:
    In Darkness Falls, click on Manage Modlets, and search for Sorcery. Click on Download.
    Voila!
    Localization may not work on all mods.

  5. #170
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    ​How to easily install Sorcery with Darkness Falls

    How to easily install Sorcery with Darkness Falls:
    Quote Originally Posted by voodoov View Post
    Ill leave this here:
    <<How do i mix the 2 mods?

    sphereii:
    In Darkness Falls, click on Manage Modlets, and search for Sorcery. Click on Download.
    Voila!
    Localization may not work on all mods.
    Thanks, @voodoov! Added to this a little, but sphereii's instructions are definitely a step easier than taking the complete manual modlet install route... just be sure to get that Localization in there or Sorcery will essentially be unplayable.

    This works perfectly, then you can copy the Localization.txt contents for Sorcery over to the Darkness Falls Localization so you have crucial text in-game:

    Copy Sorcery Modlet Localization into Darkness Falls Localization after installing:

    1. Open Localization.txt found in this directory after installing Sorcery Modlet with DF: (C:\7D2D\Alpha17\Darkness_Falls\Darkness_Falls\Mods \Sorcery\Localization.txt)
    2. Copy ALL Localization text: CTRL+A then CTRL+C.
    3. Open DF Localization.txt: (C:\7D2D\Alpha17\Darkness_Falls\Darkness_Falls\Data \Config\Localization.txt)
    4. Paste Copied Sorcery Localization at the very end / new line: CTRL+V / Paste.
    5. SAVE: CTRL+S ...you're all set!


    ​** This will have to be done for every DF and Sorcery update (that changes Localization), but at least it works! Perhaps we'll be blessed with native support for this later.
    Last edited by Devrix; 03-20-2019 at 01:57 PM. Reason: Mod Launcher Dual-Install Instructions

  6. #171
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    Quote Originally Posted by Morphan View Post
    I vote yes I like this change. I am wondering if in the future it'll be possible to be able to pick which spell tree we can start with in the awakening quest?
    Thanks for your feedback. We may get clever with this once Sorcery Traps are implemented... Runes, Perks, Armor buffs and such.
    I have a lot planned, in the form of Sorcery Quests... if you check out the "Quests" tab in the Conjures, there's actually craftable Quests for each tier of the element. My intention here is you'll have an assignment to complete to "earn"/unlock major spells and such. Completing these major quests will also grant Skill Points and/or unlock perks.

    Ultimately, to answer your question, there'll be Quest(s) for each element that resume The Awakening questline

    I'm waiting on a game bug to be resolved to get too deep into the quests:

    Existing Game Bug
    Due to an existing game bug (Quest Spawned Entities Killed by Buffs Fail to Reward Kills) any quest/challenge requiring the killing of an entity cannot be completed using Spells. Once this game bug is resolved, you'll be able to finish these types of quests/challenges using Spells.

  7. #172
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    ty again found a small mistake in your text:
    in your help Text there is a space in the first Path: MOD S
    \Darkness_Falls\Mod s\Sorcery\
    The rest works perfectly. TY!
    Last edited by voodoov; 03-20-2019 at 01:14 PM.

  8. #173
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    Quote Originally Posted by voodoov View Post
    ty again found a small mistake in your text:
    in your help Text there is a space in the first Path: MOD S
    \Darkness_Falls\Mod s\Sorcery\
    The rest works perfectly. TY!
    Saw that! The formatting keeps adding a space lol. I'll remove it to prevent confusion.
    Last edited by Devrix; 03-20-2019 at 10:06 PM.

  9. #174
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    Thanks Devrix for the explanation. That completely resolved any confusion I was running into. I had all the puzzle pieces in position, and I knew what the picture was suppose to look like... I just needed someone to snap the first few pieces in place.

    Thanks again for this Mod, Im enjoying it immensely.

  10. #175
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    I'll see about adding sphereii's localization patch to DF so you should just be able to add it via xpath in the future.

  11. #176
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    Quote Originally Posted by KhaineGB View Post
    I'll see about adding sphereii's localization patch to DF so you should just be able to add it via xpath in the future.
    That'd be great, thanks!

  12. #177
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    The official Sorcery Wiki is Live and updated with all major aspects of Sorcery. I encourage everyone that's playing Sorcery to check it out and even add to it, if you'd like!

  13. #178
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    hi dev, Does the mod work on single or multiplayer? any discord group for lastest news?

  14. #179
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    Hi. Lightning is not available yet right? Because I don't see any lightning file inside the "Resources" folder.

  15. #180
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    Quote Originally Posted by 511594405 View Post
    hi dev, Does the mod work on single or multiplayer? any discord group for lastest news?
    i read here thatit should work on both:
    Though I've tested the living hell out of Sorcery personally, there's only so much a single creature can do. Bug Reports of any and all kind are welcome and encouraged. Specific areas of interests, aside from general, atm are:

    Server Multiplayer Testing
    Existing World Integration (latest game version)
    Mod / Modlet Integration

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