Since all items are consumed when used like that now, I'm not sure it will change. I agree though, it should.
bmorris2
Ok, well, you asked for it: When are we going to get the modding documentation that was promised to us in the September 9th twitch? (see thread http://forums.sorcererking.com/471982/page/1/ for more details) Help understanding triggers (see thread http://forums.sorcererking.com/471340/page/1 for more details) Is there a way to random item gi
Hi there: This is a feature request for adding some sort of versioning to the XML files. Even if it's in a comment, saying what version it is for SD would help anyone who wants to mod know if when updates are made, their mod's need to be changed. Thanks.
I agree. It'd be nice to be able to ask questions of the developers, since despite their assurances that they would respond to questions in the forums, have not.
Hello: There are the following duplicate recipes in CoreRecipes.xml: Recipe_Weapon_BurningAxe (x2) Recipe_Weapon_VenomShortSword and Recipe_Weapon_VenomSword give the same item: Shortsword_Venomous.
They are adding back production queues. It's in the 1.3 patch that's coming out.
CoreRecipes.xml Added DisplayNames for 6 recipes that didn't show a name. Reported to SD here . Link is here . Directions: Download the file and unzip to Steam/steamapps/common/Sorcerer King/data/English. <li
The following recipes from CoreRecipes.xml are missing display names: Recipe_Scroll_Escape Recipe_Scroll_GiveCityEssence Recipe_Scroll_LightningStorm Recipe_Armor_LongstriderBoots Recipe_Armor_CloakOfTheNight Recipe_Armor_CrownOfMagic All pretty easy to fix, just need a DisplayName field added to them and filled in. bmorris2
Hi there Devs: So, I've taken the time to look at the XML files and am really wanting to make this game better, but would prefer not to do everything myself. :) So please, use what is in the files to make the games better. You've got cool items with cool names like "Hate Stones" and "Amethyst Collar" which do some neat things, but are not used anywhere in the game. I know it would take some time to do things like go back in the quests an
Honestly, I think it should be removed. That ability is really broke.
Hey Blade, I just replied to your post over on the steam forum (literally) and figured I would point you to my mod's I've made which fix at least some of the tinkerer issues. I'm working on redoing the entire recipe and loot soon to have it make more sense, but it's a pain! I agree with a lot of what you've said concerning enchantment. I know from someone whose trying to help out by modding stuff on my own, it's a pain because
One thing, if you grab the latest version of one of the files, it includes all the previous fixes as well.
Hello: The Harbringer's Breath does absolutely nothing as far as enchanting goes which makes it the only crafting component like that. I'm pretty sure that's not supposed to be.
Hello there: So, after plenty of digging, I found out how sovereigns could have completely random recipes from forging. The question I would ask is should they? There is something to be said for knowing what you are getting or even knowing some of what they get because it fit's thematically. So, do you guys think it should be entirely random, partially random, or all predetermined? Likewise, should when people like the Tinkerer in their intro get t
CoreAbilitiesTree.xml Priestess: Renamed Clairvoyance III to Clairvoyance II (since that is what it should be). Priestess: Renamed Clairvoyance IV to Clairvoyance III (since that is what it should be). Link is here . Directions: Download the file and unzip to Steam/steamap
So, in the grand scheme of things, this is a minor bug, but the Priest Skill tree goes like this: Divine Visions -> Clairvoyance I -> Recruit Here -> Clairvoyance III -> Clairvoyance IV Where did Clairvoyance II go? [e digicons]:D[/e]
Hello: I would like to request that documentation be put out so players can help mod the game and create fan content. It has been discussed in previous webcasts that it would be done and it would be nice to have it happen. Documentation on the XML, the link to the quest generator, and other materials in that vein would be nice. Also, opening up the Steam workshop so material could be published that way would be great too. Thank
Didn't know there was one and don't know if it'll actually do anything.
So this was posted on the steam site by Draginol : <span style="color: #dbdbdb; font-family: Arial, Helvetica, Verdana, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; orphans: auto; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0
Two different files get fixed. Each has their own download. CoreAbilitiesTree.xml This isn't necessarily a fix as much as it is tweaking. The forging skills for all the sovereigns were very similar. I added and/or replaced things to make them fit more thematically (in my mind) with the sovereign. Priestess: Added Plate Boo
The patch I posted in this thread fixes the problem and introduces a new staff to the mix, the Winter's STaff.
Ok, this fixes another problem in the tinker skill tree. CoreAbilitiesTree.xml Fixed Tinker Master Enchanter ability. It gave Level 7 & 8 for Chaos and Enchantment. Adds level 7 for Summoning and Wrath (which were missing). Now the ability gives level 7&8 for all spell categories (Chaos, Enchantment, Summoning, and Wrath). <a title="CoreAbilitiesTree Download" href="http://www.themudhost.net/~uriel/downloads/CoreAbilityTrees_v2.
CoreRecipes.xml There were two recipes for Staff of the Furnace, but one pointed to making a Hailstone Staff. Changed that recipe to now allow for a Winter's Staff which is a level 9 staff which does pretty decent damage. Had to modify the recipe to be wintery. CoreWeapons.xml Reduced penalty for Hellfire Staff from -6 to -2 for combat speed. Made it comparable to Hailstone Staff (same staff basically just one is cold and the
What does the AbilityBonusOption for Enchanters do? It's found on the Leht Staff and was wondering what it was. It's a prereq for it. Thanks.
Hi there: So, I've decided I'm going to start posting up files that people can use which are modified (no warranty, no promises to not break anything, etc.) or Star Dock can use which fixes some things which don't work right. So, here is the first one (which is easy and works with 1.3). I'll post them file by file so people can decide if they want the file or not. CoreAbilitiesTree.xml Fixed Tinker Enchanted Maps to give the +2