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

v0.69 Hotfix Patch - Dedicated Servers / RH / Spellcast Vanishing

v0.69 Hotfix Patch


This Hotfix Patch for v0.69 resolves an issue with RH/Dedicated Servers where your Spellcast could disappear while channeling Secondary.




Additionally:

- Spells now shoot through bars and similar objects

- Spells and Spellcasts no longer shift-click into the fuel slot of the Conjure

 

 


** Special thanks to @ZombieJesus for discovering and reporting this anomaly

 
mele dmg against burning z's is also increased right? i quite like that aspect. feels a little powerfull, but good so far.

 
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mele dmg against burning z's is also increased right? i quite like that aspect. fells a liitle powerfull, but good so far.
Melee damage hasn't been increased or adjusted in any way. Could be the Fire DOT effect you're noticing.


All spells are seeing a balance pass in the Lightning update coming soon.


 


Weapon / Tool "
Enchants" and "Runes" will allow regular weapons, ammo and tools to be "spellified" in a later update... it's on the list! :)

 
v0.69 Hotfix Patch
This Hotfix Patch for v0.69 resolves an issue with RH/Dedicated Servers where your Spellcast could disappear while channeling Secondary.




Additionally:

- Spells now shoot through bars and similar objects

- Spells and Spellcasts no longer shift-click into the fuel slot of the Conjure

 

 


** Special thanks to @ZombieJesus for discovering and reporting this anomaly
Thanks for fixing it. The mod is badass.

 
Imho the 1. frost spell with its slow is to powerfull in comparison to the fire one i think. get rid of the aoe, dot, or drastically reduce dmg.

if we are ment to combo the spells, can you enable dual wealding? like in skyrim :) Equip 2 seperate spells or combine the same spell twice for bigger effect.

also the crafting proccess is a little boring. press button -> done. would it be hard to add some random stats to the crafts or craft-crit which would keep us crafting the same spell over and over again to get that perfect roll. Nights are boring, so this could fit nicely as a time sink :)

also different zombies reacting differently to the elements would be fun (resistances & weaknesses).

when you are going for the "caster mele options" how about the different elements boosting the 3 kinds of mele we already have?

mace against frozen targets (shatter) - extra dmg / kill if low

knive is lightning (fast as) - chop up parts even more easily

axe is fire (no clue why) - chance for small explosions when hitting burning target?

weappon enchant spells?

 
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Before I try to report bugs and give feedback, it would be nice to get a little clarification between the different types of spells in the same line. i.e. the Fire Spell is fairly straightforward - it is a bolt spell that has a DoT effect, which can stack and spread to nearby enemies. But the Firenado Spell also seems to be a bolt spell that applies stacks, has a chance of spreading, and which also has a DoT. Fire Spell has a fast bolt for me (L4), while Firenado is extremely slow (L1).

The only difference that I can see is the Firenado tooltip has a mention of 'locking' a zombie in the effect (slowing/stopping them?). The thing is - Fire Spell does the same sometimes when it procs. I'm having trouble differentiating between the two base spells and what all of their upgrades are supposed to do.

For example, I originally thought the Firenado was a ground-targeted aoe that sucked enemies into it and damaged them. However, I've been using it more like the Fire Spell with direct attacks since I didn't know what the ground based targeting accomplished.

Any chance you have enough time to go into a little more detail on each of the spells and their intended uses? The tooltips don't really give the full detail as to what they are good at or how we can use them. It would be great to know before dumping skill points into a line or it's spells.

 
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Thanks for fixing it. The mod is badass.
Indeed! :)

Imho the 1. frost spell with its slow is to powerfull in comparison to the fire one i think. get rid of the aoe, dot, or drastically reduce dmg.
if we are ment to combo the spells, can you enable dual wealding? like in skyrim :) Equip 2 seperate spells or combine the same spell twice for bigger effect.

also the crafting proccess is a little boring. press button -> done. would it be hard to add some random stats to the crafts or craft-crit which would keep us crafting the same spell over and over again to get that perfect roll. Nights are boring, so this could fit nicely as a time sink :)

also different zombies reacting differently to the elements would be fun (resistances & weaknesses).

when you are going for the "caster mele options" how about the different elements boosting the 3 kinds of mele we already have?

mace against frozen targets (shatter) - extra dmg / kill if low

knive is lightning (fast as) - chop up parts even more easily

axe is fire (no clue why) - chance for small explosions when hitting burning target?

weappon enchant spells?
Balance: I agree and all spells are currently being balanced with the Lightning update. :)

 


Crafting: I took the random stat approach at first, but one of the biggest drawbacks is not being able to show random/dynamic stats in the item display, completely breaking this approach (xml only). I have a few ideas on paper that might make this more interesting later!

 


Deeper Elemental Effects / Interaction: Coming with The Awakened (Sorcery Zombs) ;)

Before I try to report bugs and give feedback, it would be nice to get a little clarification between the different types of spells in the same line. i.e. the Fire Spell is fairly straightforward - it is a bolt spell that has a DoT effect, which can stack and spread to nearby enemies. But the Firenado Spell also seems to be a bolt spell that applies stacks, has a chance of spreading, and which also has a DoT. Fire Spell has a fast bolt for me (L4), while Firenado is extremely slow (L1).
Any chance you have enough time to go into a little more detail on each of the spells and their intended uses? The tooltips don't really give the full detail as to what they are good at or how we can use them. It would be great to know before dumping skill points into a line or it's spells.
I agree it's a little confusing. Limited description space is a SOB (the more we put, the smaller the text gets).


This functionality is greatly clarified in the Lightning update. Basically,
ALL Tier 1 Spells: Fire, Ice, Lightning are basic STACK APPLIERS (orbs at feet: burn, iceburn, shockburn) and will do overall less damage and effect than Tier 2+ Spells.

 


In the Lightning update, they're be re-balanced and re-worded to function accordingly.



See the Sorcery Wiki "Stacks" page for full details on how Stacks work:



https://github.com/7d2d-sorcery/Sorcery/wiki/Spells#spell-stacks--orbs

 


Tier 2+ Spells are STACK CONSUMERS and are greatly reliant/empowered by Stacks.




 
I agree it's a little confusing. Limited description space is a SOB (the more we put, the smaller the text gets).
This functionality is greatly clarified in the Lightning update. Basically,
ALL Tier 1 Spells: Fire, Ice, Lightning are basic STACK APPLIERS (orbs at feet: burn, iceburn, shockburn) and will do overall less damage and effect than Tier 2+ Spells.

 


In the Lightning update, they're be re-balanced and re-worded to function accordingly.



See the Sorcery Wiki "Stacks" page for full details on how Stacks work:



https://github.com/7d2d-sorcery/Sorcery/wiki/Spells#spell-stacks--orbs

 


Tier 2+ Spells are STACK CONSUMERS and are greatly reliant/empowered by Stacks.



Great, thanks. Even that little bit of clarification tells me how I might use them to greater effect.


 


The only issue I see with using a T1 spell for applying stacks, then following up with a T2, is that the stacks only last so long on a target before disappearing. That's doubly true for nearby affected enemies that the effect has spread to. Seems like it would be very difficult to use a T2 spell (that relies on stacks) on a group of enemies that had even a little space between them. So far I am using the T1 Fire Spell well if I can group them up enough (like Ravenhearst wandering groups). Keeping stacks on all of them and then trying to apply a T2 Firenado to the group before the stacks go away seems like it might be difficult to accomplish.


 


I'll play with it a little more and see what I get out of it.


 


- - - Updated - - -

 




 


Great teleport effect. Might want to limit the range and/or gate it as a T5 effect if you haven't already. Looking forward to the lightning update - saving up skill points just for it.


 
Some bug reports, balance feedback, and general other comments after having played with the mod a while. It's a mouthful, but hopefully useful to you.

Bugs

  1. Spell: Fire - Incinerate - Implies that it burns twice as deadly, imparting an additional stack to the target. Even after training this skill, only one stack is ever applied per cast. One orb is visible at their feet, not two like you might expect.
  2. Some of the Runes available indicate they can only be applied to certain Tier Sorcerer Armor, but even armor of that Tier won't take them. The next tier up usually works, but it's either mis-labeled or mis-coded.


Questions

  1. Some enemies are spawned with orbs already floating around their feet. Does this mean anything? No spells have been cast at them or near them that could have applied the affect. I haven't noticed any resistance or weakness to fire for those with the fire orb on them when they spawn. And the orbs never go away (they aren't timed) - if I leave that zombie alone, it lasts forever.
     
  2. It looks like sneak attacks impart the sneak bonus from the generic skill. However it doesn't usually make much of a difference to how quickly they die (how many casts of the same spell are needed to finish them off). Even with a 350% sneak damage imparted, most still need a second Fire Spell cast to finish. I also don't notice any increased proc'ing of any other skills I've trained up in the Fire line (up to 4 in both Fire Spellcast and Fire Spell now). Is the sneak bonus being applied, or is that just a default message from the engine?
  3. Do headshots count for bonus damage? From what I've seen it doesn't matter at all where they are hit - a chest shot is just as good as a head shot. From that perspective, I'm not seeing either subtlety (sneaking) or accuracy (headshotting) as making any difference in kill speeds. It's just as effective to run right up in their face and spam them with Fire, as it is to try and sneak around headshotting them.
  4. I was under the assumption that particular elements were more common in certain biomes. I just did a boulder run, half in a forest biome and half in a burned biome, and didn't see any change in harvesting numbers. I also thought trees in the burnt biome would more freely give out fire essence, but it seems they are far more stingy with it than boulders are. From the Wiki page on essence, it seems like they should be giving out similar numbers to boulders, but I wasn't experiencing that. The burnt trees are only giving me limited numbers of T1/T2 fire essence, never T3 or T4 which I receive from boulders. And I'm wearing all T2/T3 sorcerer armor, along with T3 tool essence Boons (80 quality Steel pickaxe/fireaxe in Ravenhearst).
  5. How is essence pulled back out of a Conjure? With a normal forge you can re-convert back into it's basic material as one of the default recipes, but I don't see that for essences. The only way I see currently is (for example) to craft a bunch of Fire Spells, then scrap all of them, taking an enormous amount of time.
  6. Transmutation - what is it? I haven't trained the skill level to unlock it yet, but don't see any transmutation recipes in any conjure that would be available even if I had. Does it let you change one element into another (like fire<->ice), or go from tier to tier (like 2 T1 = 1 T2)? Similarly with Rituals - are they tied directly into Transmutation, and if so where are they accessed/performed?
  7. Empower - how does this work? The more stacks applied to enemies, the greater your spirit regen? The greater your damage potential, or DoT ticks? Does it have a range maximum from an enemy with stacks on it? Haven't been able to find any info on it, and not quite able to train it.
  8. General spell question - are any of the spells available designed specifically as AoE's? My initial thoughts were that Firenado was an "AoE tornado that sucked enemies/animals into it, or just did general area damage with a chance to suck them in". I know we get an AoE effect from the Fire Spell by hitting the ground near entities, but wasn't sure if any were designed not to need a target and just generally cover an area. Ice Storm and Lightning Storm seem to be designed for just that, but I haven't trained Ice up to know for sure.


Observations

  1. After my essence harvesting boulder/tree run, I have 1950 T1 Fire essence, and only 25 T4 Fire essence. Seems like the upper tiers are extremely rare at the surface, and it's almost required to head underground for Coal/Shale to get decent numbers. If I do so and mine Coal, do the T1/T2/T3/T4/T5 ratios stay the same (i.e. more of all), or does just the chance at higher tier essences go up? I don't really need more T1, but the higher tiers are very advantageous at higher skill levels.
  2. Bolt damage on the Fire Spell appears to be even weaker than the DoT damage it applies over time, with just a single cast. I've never downed a zombie (even the weakest) with a single-impact of the T4 Spellcast/Spell bolt, but I have after waiting on the DoT to finish. It's partly what makes me think the sneak damage bonus doesn't apply, or I absolutely would have had a single-shot kill at impact time.
  3. Sorcerer armor appears to only have an advantage in harvesting essence. It has no armor rating, no weather resistances, and cannot take vanilla mods in it's slots. I'm considering not even using mine anymore unless I go on essence runs - it's virtually useless for BM nights and horde killing. Only the boots have a slight speed modifier, so I may continue to use them. The Robe would be nice, but wearing a Duster to combat the weather is FAR more helpful when compared to even the Legendary Robe. In my opinion, Sorcerer Armor needs to have a little armor rating, a little weather protection, and be able to take standard armor mods (even just those for light armor would be good).
  4. The number of Runes that can be crafted at a Conjure is very limited, even with T4 of Rune Mastery trained. I haven't seen the list expand at all, only my ability to select higher tiers to make. It seems like some Runes are only found through random loot, and some of us stop crawling POIs after a certain number of in-game days so we can focus on building/defenses. Having a full set (or most of them) craftable would be nice.
  5. Tying Ice Essence to Potassium Nitrate (for the best harvest amounts) is a mistake, IMO. In my 17.x playthroughs it is the rarest resource to mine (second only to blocks like diamonds), only being found at greater depths in the biomes, and in very limited blocks. My last playthrough (17.2 vanilla) I simply stopped looking for potassium while mining, and farmed it from boulders and dead corpse blocks. It wasn't worth the trouble to find underground, and if it 'gates' the higher Ice essence to that particular resource, it's going to gate the entire Ice line along with it.
  6. Fire Flight is ridiculously fun. But a tiny bit overpowered in how high it can catapult you. Tying it in to your Parkour skill level so it is a multiple of it would be great, if it can be done. FF with Parkour 1 might give you a 3m jump, but Parkour 5 with FF might see it go as high as 12m. Perhaps even using Fire Mastery skill to affect the level of jump would be good.
  7. Blazing skill - doesn't seem to enhance sneak speed at all. I have noticed that the Secondary channel ability raises your detection level up high, so wasn't sure if it was ever meant to work with sneaking.



Stacks - seems like they don't last more than 7 seconds give or take. Considering higher tier spells (made to benefit from stacks) are hard to land within the small space of time.. you have to either refresh a stack set, or benefit from immediately casting a higher tier spell with no delay. I'd suggest making them last longer, and if necessary lowering the DoT damage applied. Initial impact is important (to me anyway), along with the options I have afterwards with follow-up spells benefitting from stacks. Combos that synergize are great. Perhaps ramp up stack duration with the number of ranks in that Mastery?

I see the stack system as having awesome potential, but not lasting nearly long enough to take advantage of yet. In the heat of battle we have to worry about our position, our health, ammunition count, our stamina/spirit, etc.. trying to track if that stack we just landed is still on the target is an additional problem. But if I knew it lasted longer due to my Mastery of the element, I'd see that as raising the importance of masteries and the usability of the stack system.

 
Do you have the names/rarities of the Runes this is happening with?
I'll do a pass through all of them with the next update.


=====================

"Transmutation Rituals" were postponed for a better implementation. Basically, you'll be able to "convert" certain naturistic objects, such as Trees, into their core Essence via a ritual... something like this:





Absolutely, glad it was helpful in some way. I'm nothing if not thorough, even if it comes out as a wall of text. :)

- I'll check next time I hit home base and see which runes I noticed were having a problem being applied to the armor. I think I tried two different runes and both had grey icons in inventory when modding.

- I definitely wasn't expecting transmutation to be that dramatic, but it looked kinda cool. Glad you know where you're going with it and it isn't a typical "recipe in the cooker" type deal. Interaction with the world of that type is very immersive and satisfying.

- Empower, as in channeling secondary of a spellcast, yes. Thanks for the clarification!

- The sorcerer armor I crafted (every tier from basic through Epic so far) has all had zeroes (0) for armor ratings and weather ratings. I made them using a Fire Conjure. Don't know if that's by design or not, but it doesn't sound like it. I tried several light armor vanilla mods also, none of which applied. I was sorta bummed since I wanted to wear it through the entire game. It's cool looking, but the set(s) I've made weren't usable for combat situations, and leave me very exposed to the weather. Basically I had zero protection and zero way to modify the armor outside of runes.

- Set bonuses sound nice, will look forward to those!

 
I ve got a Ravenhearst 5.12 + Sorcery 0.69 server running:

Host: gamesucker.ddns.net / Port: 26900

You can join using mod-launcher:

Install RH V5.12 + add mod Sorcery !

.... or download the complete client here:

http://7days.gamesucker.de/

Would be nice to see you!

Rules: No cheating / bug using / PvE only!

 
oh man. once you get used to the channeling, speed and jump height it's just to awesome. bicycle is for loosers :p

wanna mob them up? just activate freezing aura :)

is it wai that i can stack multiple of the same type of runes with different levels?

as for the problem of missing out on the base mods/armor benefits etc, why not add your effects on top of existing stuff? i.e. the mod that gathers more wood - just add that to the essence harvesting augments.

i feel like once you have all the essence unlocked it takes a bit to much backback space. would be awesome to have a rune that not only increases essence gathering, but also disables the other 2 at the same time (automatic transformation of all others to that single element?)

the "fire spreading" mechanic is out of control, once more than 2 Z's are together, killing multiple Z-Bears in 2-3 shots :p But the general mechanic to light up the bigger targets, so the small ones just die with it is awesome!

iam still using only t1 spells. feels good :D

edit:

haha the fire dunking attack :D awesome ideas!

 
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SORCERY (v0.692) - STABLE HOTFIX IS NOW LIVE

v0.692 Stable Hotfix Now LIVE


This stable hotfix patch includes a couple fixes for multiplayer and players of Ravenhearst. This patch does not require a restart.

 


FIXED: Spellcast could disappear while channeling Secondary in multiplayer


FIXED: Runes not going into certain Sorcerer Armor


FIXED: Sorcerer Armor Stats (Ravenhearst/Higher Quality Tiers)


QOL: Spells now shoot through bars and similar objects


QOL: Spells/Spellcasts no longer shift-click into Conjure Fuel Slot


UPDATED: Localization


INCREASED: Lock Shatter Rune loot chance





sorcery-lock-shatter-rune-mod.png


 


NOTE: All Spells are pending an overhaul/balance pass with the upcoming Lightning Update. This will address concerns regarding spell damage, stacking and synergies.

 


REMINDER: Sorcerer Armor gains Armor and Weather Resistance based on its Quality not Rarity. For mods, like RH, that add tiers of Quality beyond that of vanilla, all armor will automatically receive max of these specific to avoid releasing separate patches for mods.

 
That new rune looks handy. . :fat: And it looks like you're designing it so we can stack runes in the same item, which is a nice option for strategy (assuming enough Mastery ranks to handle the burden to spirit).

 
That new rune looks handy. . :fat: And it looks like you're designing it so we can stack runes in the same item, which is a nice option for strategy (assuming enough Mastery ranks to handle the burden to spirit).
For sure on the stacking strategy... burden management :p


Lock Shatter's been around for awhile, just rare. Upped Tier 1 drop chance to find it a little easier... it's especially nice to have early on!


 
I ve got a Ravenhearst 5.12 + Sorcery 0.69 server running:Host: gamesucker.ddns.net / Port: 26900

You can join using mod-launcher:

Install RH V5.12 + add mod Sorcery !

.... or download the complete client here:

http://7days.gamesucker.de/

Would be nice to see you!

Rules: No cheating / bug using / PvE only!
Very cool! Let me know if you guys run into any server flukes. :)

oh man. once you get used to the channeling, speed and jump height it's just to awesome. bicycle is for loosers :p wanna mob them up? just activate freezing aura :)

is it wai that i can stack multiple of the same type of runes with different levels?

as for the problem of missing out on the base mods/armor benefits etc, why not add your effects on top of existing stuff? i.e. the mod that gathers more wood - just add that to the essence harvesting augments.

i feel like once you have all the essence unlocked it takes a bit to much backback space. would be awesome to have a rune that not only increases essence gathering, but also disables the other 2 at the same time (automatic transformation of all others to that single element?)

the "fire spreading" mechanic is out of control, once more than 2 Z's are together, killing multiple Z-Bears in 2-3 shots :p But the general mechanic to light up the bigger targets, so the small ones just die with it is awesome!

iam still using only t1 spells. feels good :D

edit:

haha the fire dunking attack :D awesome ideas!
Glad you're having fun! :D


Rune stacking of the various Sorcery Rarities (Uncommon -> Transcendent) is fully intentional. The catch: you have to spec into Rune Mastery to "sustain" the power of the Runes, else you'll send your Spirit into Degen
:p


Regarding the Essences and backpack space, it's an issue I'm contemplating a resolution to. I'm considering moving the "unlocking" of any Essence into their respective Mastery, while Essence Mastery will remain a multiplier only (also responsible for unlocking Rituals).


 
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