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🧙 Sorcery Mod - A21.2 Stable LIVE! (v1.94)

Awe man! I saw this and thought SWEET MAGIC, then I see its still a WIP :/

Can't wait for this to come out and to see how much you do with this.

Oh, and let me know if you want me to make another Batch script for you ;P

Nice work so far! Looks Amazing! :)

 
This is incredible to see in 7 days. When I first started playing many years ago, what really drew me into the game, was the subtle supernatural feel I got from It. It felt unique; with it's creepy ambient music, slow shambling zombies, their night filled rage, and the terrifying emergence of bloodmoon asaults.
I was inspired to begin writing a back story for it. However, while it has improved dramatically from those first fledgling versions, I feel it has lost it's way, in becoming all things that encompass it in the periphery, instead of staying true to itself; building, upon what made it such a best seller.

This mod has giving me hope of a ressurection of that initial ambience. And while I won't be playing with it just yet, I will definatly set up a second install to experience it the way you present it. It looks awesome thus far.

What is the performance impact of those particles? It will be interesting to see how you impliment these spells, and perhaps you may inspire others.

Best of luck to you and thank you for presenting it to the community. You modders rock!
Thanks for the feedback and sharing your story. I've detailed, and will be keeping in, many code comments to help guide others as to what's going on behind the scenes to make this all possible. It'd be my pleasure to help anyone interested in learning.

 


To answer the
particle performance question, it's very good so far with no noticeable issues.


I've kept the particle emission count low to help with this. If it becomes an issues, we can always lower particle count further and/or come up with a "low quality" option. I think casting Firenado on a group of 10 zombs caused an interesting effect, however LOL.


 


Keeping your Shader quality lower will help a lot too if it becomes an issue. Though, I've been able to use Ultra+ with a base 2080 and older i7 processor.


 




Awe man! I saw this and thought SWEET MAGIC, then I see its still a WIP :/Can't wait for this to come out and to see how much you do with this.

Oh, and let me know if you want me to make another Batch script for you ;P

Nice work so far! Looks Amazing! :)
haha sorry to disappoint! ...soon my friend, soon!


I know it's unlikely to happen right this moment, but I'm hoooooooping by a miracle that TFP blesses us with allowing for Localization.txt modifications through xpath (would have to convert and all that). Sorcery has a loooooooot of text that needs to be added there.



I'd also like to tap into the quest localization, which would make that a millenia easier.



Anyway, until then, yes... a batch would be much appreciated, for all our sake!
:rapture:

 
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play=1Extracting / harvesting Ice Essence and "The Ice Transmutation Ritual".

 


One of the most challenging, and funnest (I hope), aspects of playing as a Sorcerer will be attaining and obtaining Essence to craft your Spells and perform Sorceries.

 


I would love your feedback on how YOU would like to attain and obtain Essence, beyond what's demonstrated in this demo vid.


 


Currently, you obtain Essence the following ways:


 


[TABLE=width: 100%]

[TR]

[TD]Essence[/TD]

[TD]Tree[/TD]

[TD]Boulder[/TD]

[TD]Ore[/TD]

[TD]Transmutation[/TD]

[/TR]

[TR]

[TD]Fire[/TD]

[TD]Burnt, Oak[/TD]

[TD]All[/TD]

[TD]Coal, Oil Shale[/TD]

[TD]Fire Ritual[/TD]

[/TR]

[TR]

[TD]Ice[/TD]

[TD]Winter[/TD]

[TD]All[/TD]

[TD]Potassium Nitrate[/TD]

[TD]Ice Ritual[/TD]

[/TR]

[TR]

[TD]Lightning[/TD]

[TD]Forest, Oak[/TD]

[TD]All[/TD]

[TD]Lead[/TD]

[TD]Lightning Ritual[/TD]

[/TR]

[/TABLE]


** All natural sources have a chance for Core Essence


** Planted trees must be fully grown, much rarer to drop essence and they currently cannot drop Core Essence.


** May implement ability to plant and grow essence directly (yay nay?)


 
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So when it comes to harvesting of the essence, is the essence mastery the only thing that effects gathering rate? I like the idea of mining to get the resources, but if I am playing with a group I am not fond of the idea that I would want to max strength as well just so I don't waste the ore I am gathering just so I can do magic.

 
So when it comes to harvesting of the essence, is the essence mastery the only thing that effects gathering rate? I like the idea of mining to get the resources, but if I am playing with a group I am not fond of the idea that I would want to max strength as well just so I don't waste the ore I am gathering just so I can do magic.
Correct, Essence Mastery is the only "harvesting buff/factor".


The only benefit of strength would be extra stamina and speed. Is this how you prefer it?


 
This is neat; we are doing something similar for medieval book ii, so I'm very excited to see others playing with the potential of particles.

 
Have you considered adding Earth based spells or even borrow from the radiated environment with something like Radium?

What about adding elemental beings for each mastery? Beings the player must initially destroy in order to harvest important, and perhaps essential, Core Essences. Off the top of my head and borrowing heavily from old tropes... ICE: Frost Giant or Ice Golem. Fire: Magma Fiend or Fire Wraith. Lightning: Storm Sentient or Charged Specter. Earth beings could comprise of something like a Trent or Nature Spirit. And Radium might have something like, Unstable Construct, Decaying Nightmare or Shambling Horror.

You could also give the player infinities with certain dominated elementals in the form of boosters to magic, pertaining to said elemental, while in the presence of that elemental.

You could also summon these things, ( perhaps stronger versions of the ones you have previously dominated ) but with a high resource cost and perhaps also, a hit to players health and overall resistance to the attacks of other beings outside of the field of magic, ( and of opposing magics, more below ) of the summoned being, to simulate the summons is draining you. Think Raistlin from the Dragonlance series; capable of terrifying power, but weak as a kitten afterwords.

Each elemental discipline of magic could also have strengths and weaknesses depending on the biome and summoned being and cause extra hatred by an opposing elemental to the currently used spell discipline. So for example, you summon an Ice Golem in the snow biome and it and you are more powerful, than lets say, you summoned the same being and used the same magic in the Forrest region.

Conversely, Forrest Elementals spawn more frequently and attack with more ferocity because they consider frost a treat to their existence in their biome.

So you could do, Fire and Ice oppose, Earth and Radium oppose, Earth and Fire oppose ect.

Just throwing some ideas out off the top of my head. I see great potential here. Have you thought about the use of staves? Staves could be a later game weapon which is hard to build, unstable to all but the most powerful...

Best of luck to you on this.

 

I think it would be interesting to have different types of "rain" that would force the player to go put a bucket out and "gather essence" from the realm. If environmental effects like rain can make you wet, I don't see why it couldn't make a bucket "full".

Maybe you can only collect certain rare elements during rain on a horde night, or something.

It would offer a much riskier playstyle because for specific spell types you'd have no choice but to wander around until it either started raining, or you found a biome with rain / snow.

 
Correct, Essence Mastery is the only "harvesting buff/factor".
The only benefit of strength would be extra stamina and speed. Is this how you prefer it?
I guess its fine, just means the miner in the group would want to put some points in sorcery, just to help the others and not waste resources.

 
haha sorry to disappoint! ...soon my friend, soon!
I know it's unlikely to happen right this moment, but I'm hoooooooping by a miracle that TFP blesses us with allowing for Localization.txt modifications through xpath (would have to convert and all that). Sorcery has a loooooooot of text that needs to be added there.



I'd also like to tap into the quest localization, which would make that a millenia easier.



Anyway, until then, yes... a batch would be much appreciated, for all our sake!
Lol no worries my friend!

I've used the batch method for both Localization and Quest Localization. So it's more than doable :) Just let me know!

 
I guess its fine, just means the miner in the group would want to put some points in sorcery, just to help the others and not waste resources.
Nawww so your saying I can't be the master of all magic lol

 
Good feedback, gents. Additional elements are planned beyond the success of implementing the primary three: Nature/Poison/Radiation (as mentioned, themed around the fallout), then Dark/Light of sorts.


Also, I'm a fan of companion/pets of sorts too... we'll sneak something in, one way or another.


 


Everything will remain themed around the biomes and existing story/content as much as possible.


 


Regarding NPC's, I'm 100% intending on tapping into the A18(?) Bandit system when it arrives and making friend/foe Sorcerer's a thing. Beyond that, I think my time will be best spent on further expanding Sorcery and its systems directly, versus trying to get into character modelling and animation (not a quick or light feat).


 


So in a nutshell, absolute planned features beyond what's listed:





  • More elements: Poison/Nature/Radiation > Dark/Light
  • A full arsenal of items to compliment the Sorcery attribute and skills (armor/equipables/mods) [i'm sneaking a couple things in now]
  • NPC Sorcerer's, friend and foe
  • Sorcerer Quests (exclusivity/unlocking as @Necrodemus mentioned)
  • More Spells
  • Skill Tree and Perk expansion




 
Spell trails now persist on impact (versus initial instant vanish) and we now have spell impact effects for the environment+foe: visual and sound (looks and feels much better). I'll get a video uploaded later evening of these changes and a preview of the new Ice effects.

 
Good feedback, gents. Additional elements are planned beyond the success of implementing the primary three: Nature/Poison/Radiation (as mentioned, themed around the fallout), then Dark/Light of sorts. 


Bloodmagic would maybe a nice idea.

* A pestilence that slows down and damage enemys

* Blood boost for faster player movement and more melee damage

* Boiling Blood to damage Enemys and let them explode (detach limbs)

As source you need to harvest blood from Animals (later NPC/Bandits)

(Blood packages could work too)

Just as idea

 
I would like to be able to transmute corpses as a way to get some essence. Especially if it was based on the corpse in question. Burnt zombies give fire, Lumberjacks give ice, and animals give a generic one that can be used for anything.

I think this would be very interesting to do because most people hide behind fortresses during sieges so you wouldn't be able to easily restock your supplies when the zombies are there on the 7th day unless you know how to make defenses for that purpose. Which is, in and of itself, another twist this mod brings. Do I make the fortress so that I can harvest as we go, or do I set it up so that the majority of the gunslinging crew has the advantage and I just make do?

By having animals be a great source of essence, you essentailly have to chose between eating them and taking them apart for crafting, or using them to fuel your magic.

I don't like knocking down the essense tree with an axe. Especially because I know that a chainsaw can be used instead and I feel like that somehow detaches from the whole feel of it. I would rather see the tree transform into an essence tree, and then turn into pure essence later. Or, you can activate it to directly extract the essence to your inventory. (please do the later) By doing it this way, you again have to choose between using resources (in this case trees) for their traditional purposes or fueling your magic. It would certainly make farming more interesting.

Speaking of, if it is at all possible, I'd like to see some of the vanilla farm ingredients be used as well. Much like the fully grown trees in the wild. It fits thee magical theme becausue "alchemy" and also gives new uses to old items. Cars could be another great source of essence. Maybe "shock"?

The last thing I could suggest, and I have no idea if this is possible or not, but make the vomit an essence as well. If you can grab it out of the air by activating it, you can turn it into something. I think it would make for a great defensive move, as well as give new ways to farm zombies. I wouldn't turn it into anything powerful. Perhaps turn it directly into HP? Don't even bottle it or people will stock up on them en masse, unless these "healing potionis" have a balanced downside. Then, by all means.

But essentially, (ha) the game already grindy enough in places. Objectively speaking. I wouldn't want an additional "chore" on top of it. I want essence gathering to be natural. Something I can do as I go, and not another farm/mine/etc. that I need to juggle. It it's slowing me down from blowing stuff up, I won't use it.

Please, and thank you.

 
It does sound quite fitting, doesn't it?
You just wanna let your evil side loose!
:rapture:
Well my own lore (i apply on nearly every game since years)

is that i am a wanderer of worlds. Resulting in a really long time traveling with many many options.

Including divinely ordained control of time (or like most people will say time magic) and ice magic.

So no blood magic for myself, but i know some guys and girls who use it

 
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