@Kinyajuu / @faatal confirmed implementing an aspect of the fix as of (b124?). To what capacity I have no idea as it does not fix the primary issue that has been reported since last year:... Have you confirmed the bug is fixed?
<triggered_effect trigger="onSelfEquipStart" action="ModifyCVar" cvar=".onSelfEquipCount" operation="add" value="1"/>This code can be applied to an item mod and equipped/unequipped from the character manually (drag and drop):
This is covered by the loyal supporters of the mod and handled through our Discord. Thanks for offering though!Do you need any help testing for bugs, mistakes, etc before release?
I've seen that you've added perk trees for each element. Have you considered using the book volumes that can be found to turn them into new spells that you can learn? For example, make the regular perk trees more general and giving different bonuses and added effects, while making the actual spells book series that you find in the wilderness. It would be pretty exciting loot-wise, and give a lot of replayability.Devrix said:Sorcery A19 Releases Early August
A ton of progress has been made and Sorcery is nearly ready for its redesigned debut!
I extend my personal guarantee that this release will induce maximum gamergasm!❄ 🌩
Yes! A similar implementation is planned to fully utilize ongoing loot-gasm.ÂI've seen that you've added perk trees for each element. Have you considered using the book volumes that can be found to turn them into new spells that you can learn? For example, make the regular perk trees more general and giving different bonuses and added effects, while making the actual spells book series that you find in the wilderness. It would be pretty exciting loot-wise, and give a lot of replayability.
Nice! Is this gonna be part of the first release or part of the end game features?Yes! A similar implementation is planned to fully utilize ongoing loot-gasm.Â![]()
Additionally, end game features are in the works for v1.0! Ââť„ 🌩Â
Our upcoming early August release includes massive changes, making Sorcery current AND better than ever. Version 1.0 will enter immediate development upon release and will be fast-tracked in line with continued Support. Version 1.0 will be the heavy end-game focus, though, the upcoming release has A LOT to offer including dynamic enemies and bosses (Fallen and Awakened).... harvest their blood DURING combat to attain end game loot and Quests.Nice! Is this gonna be part of the first release or part of the end game features?
Sounds like you're planning to turn this into one of the biggest, most robust mods of 7 days, I'm glad to hear it. I think mods like yours are much needed, especially as we approach the full release of the game, so keep up the good work. I know I'll be trying it out since day one of the August releaseOur upcoming early August release includes massive changes, making Sorcery current AND better than ever. Version 1.0 will enter immediate development upon release and will be fast-tracked in line with continued Support. Version 1.0 will be the heavy end-game focus, though, the upcoming release has A LOT to offer including dynamic enemies and bosses (Fallen and Awakened).... harvest their blood DURING combat to attain end game loot and Quests.
There are a couple awesome people that usually translate after release. Keep an eye out for it!Do you have a Chinese version? I am a Chinese player