ToME: the Tales of Maj'Eyal

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 Post subject: Midnight (v1.12.1)
PostPosted: Fri Aug 23, 2013 1:12 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5497
Adds two new shadowy Celestial classes.
First is the Moon Paladin, who fight using two weapons and the two moons.
Second is the Starslinger, who imbues their shots with the power of the stars.
Also two new subraces that start in the Far East, regardless of class.
Mardrop Humans and Star Elves. (special thanks to Rexorcorum for images)
A new weapon type: Sceptres. A combined mace/staff weapon.
Visit the Midnight Training Camp: Now with some extra shops and a trainer.

Now with a new starting zone: Save the Sunwall crops from a worm infestation.
New second starting zone: The Tenebrous Glades.
Travel to the barely made training camp of Midnight via a jumpgate on the west side of the Gates of Morning, then head southwest.
The shadows summoned to conceal the camp have become restless and dangerous. Quiet them down and investigate what is working them up.

http://te4.org/games/addons/tome/midnight

Currently there are nine new categories.
Celestial/Night: A utility based generic category that generates negative celestial energies.
Celestial/Lunar Combat: Powerful offensive talents invoking the power of the moons.
Celestial/Guidance: Some defensive and one offensive talents for Moon Paladin.
Celestial/Shooting Stars: Combines star magic with ranged weapons.
Celestial/Deep Space: Some high level celestial magic for Starslinger.
Celestial/Sigils: Shape negative celestial energies into traps.
Celestial/Glory: High level light magic for Sun Paladins and Anorithil.
Celestial/Moon Magic: Magic derived from the two moons of Eyal.
Celestial/Umbra: High level dark magic for Anorithil and Star Slingers.

Reworks Chants and Hymns, and buffs Sunburst.

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Last edited by HousePet on Fri Jun 05, 2015 11:50 am, edited 24 times in total.

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 Post subject: Re: Midnight (beta)
PostPosted: Fri Aug 23, 2013 1:26 pm 
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Low Yeek

Joined: Sat Dec 08, 2012 8:36 am
Posts: 9
Perhaps the lunar paladin should get some kind of stamina using talents? Currently, they have two talents that reference stamina at all, and they're both sustains. The lack of the other dual weapon tree is necessary because flurry is so damn powerful, but maybe some form of that, perhaps with an attack that uses stamina, and regains life/light/dark energy? Stamina doesn't really exist for them at the moment.


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 Post subject: Re: Midnight (beta)
PostPosted: Fri Aug 23, 2013 1:35 pm 
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Low Yeek

Joined: Sat Dec 08, 2012 8:36 am
Posts: 9
A new category to replace the one lost for starslinger, some kind of low cooldown increased damage thing to mimic steady shot would be useful. The moon paladin could really do with either more survival power (0 lifemod is kinda harsh) or with more mobility, shielding, misdirection, stealthish stuff etc. They also don't have that many direct attack talents. Giving them two trees of some sort would leave them at somewhat sane levels of category. A very good idea, and already looks great.


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 Post subject: Re: Midnight (beta)
PostPosted: Fri Aug 23, 2013 3:32 pm 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
Posts: 2000
Location: Nahgharash
GAH!!!! I was just starting to try and wade through talent creation to make my own moon powered archer based celestial class!!! Beaten to the punch... :?

Probably a good thing, given that I doubt I'd ever SUCCEED, but still.

Downloading now, more celestials = Good. This is something I've wanted for a good long while.

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Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:
DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.


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 Post subject: Re: Midnight (beta)
PostPosted: Sat Aug 24, 2013 11:57 pm 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
Posts: 2000
Location: Nahgharash
Restful night seems to be quite low in terms of energy granted per cast. Additionally, it doesn't mention granting negative energy in the tooltip.

Shadow shot confuses the target, even if it misses. (and presumably, even if it doesn't do damage)

Cooldown on shadow shot seems high as well, but I may be overlooking something, given this is a first view impression.

For shame... You did a lot of the things I wanted, but didn't give them bows. Bows so much cooler then slings.

Further impressions coming.

Edit: Didn't even make it out of the Slazish fens (1). Seems lacking a fair bit in offense at level 1. It's taking more then an entire quiver sometimes to drop an enemy, and most of your talents at that point seem to be quite low damage.

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Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:
DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.


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 Post subject: Re: Midnight (beta)
PostPosted: Sun Aug 25, 2013 1:21 am 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
Same with moon knight. Slazish is brutal without celestial / light


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 Post subject: Re: Midnight (beta)
PostPosted: Sun Aug 25, 2013 1:29 am 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
Posts: 2000
Location: Nahgharash
Celestial light is a complete veto for both classes. If I guess his intent right (which I may not be), he's attempting to create a class that fills the void left in celestial. Specifically, a pure-dark class.

A second thought that came up from a few users in chat, is the annoyance of having to constant auto-cast abilities to get negative energy (This is something a lot of folks seem to detest about the celestial class. I don't think it's a big issue, unless it reaches the point of micromanagement, which it currently isn't. Just autocast restful night. Others think differently, of course). Have you considered a sustain that offers negative regeneration?

A better solution, is providing more oomph to push classes through early on, so that they don't HAVE to focus on constant defence. Balancing this won't exactly be easy, Slazish fens are notoriously difficult to start, even with the existing in-game classes. And the boss is worse, given it's spawn at melee range on a squishy anorithil, typically accompanied by an escort who is of course, insta-pwned.

_________________
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:
DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.


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 Post subject: Re: Midnight (beta)
PostPosted: Sun Aug 25, 2013 2:05 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5497
Shadow Shot can confuse if it misses? Interesting, cos I copied Flare for that. Anyway, changed to require hitting. Cooldown reduced.
Shadow Shot has a secret, see if you can find it. :D

Restful Night does have the negative gain in the tooltip, its a negative negative cost... :P

You can use a bow if you wish, I'm not restricting the talents to slings only.

I'm intending on adding an extra zone before Slazish Fens. It does appear to be a suicide mission.

I have, of course, thought a lot about the resource management.
Disciple of Dusk generates negative. (not happy with the talent though, its bland and very similar to other ones)
Celestial/Night 1/2/3 have negative negative costs.
Wax and Wane can be used to generate energy.
??? can also generate energy.
Blood of the Heavens will generate negative energy.
I'll do some adjustments to Chants/Hymns that will include reductions to decay rates.
And finally, I'm planning a Celestial/Sigils which will be a negative version of Glyphs, which will likely generate negative energy too.

Two new categories coming shortly: Celestial/Guidance and Celestial/Deep Space.

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 Post subject: Re: Midnight (beta)
PostPosted: Sun Aug 25, 2013 3:16 am 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
Posts: 2000
Location: Nahgharash
Problem with bows, is all there talents are sling talents. They have no bow mastery tree. If they had that, it'd be fair game. But the lack of reload capabilities by itself rather hurts the chances, and the absence of 3 additional offensive talents hurts even more.

I do appreciate the rougher stat spread however. slings are dex/cun, bows are dex/str, so a bow user would be hard to run, without some form of strength boosts. I still like bows better, but it's your class. (I considered a damage conversion like Lethality does for daggers, that allowed you to use bows as dex/mag, replacing the str with your magic stat; but I envisioned them literally shooting arrows charged with moonlight, in a more magical nature.) But even if you had to manually train strength, it's still a doable build, if we can get the bow mastery tree. (It's still a 4 stat spread, like several other classes. Dex/mag/cun/str, similar to arcane blades str/dex/mag (con/cun) build.

But since you built it, slings it is.

_________________
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:
DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.


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 Post subject: Re: Midnight (beta)
PostPosted: Sun Aug 25, 2013 3:56 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5497
Adventurer works too :)

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My feedback meter decays into coding. Give me feedback and I make mods.


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 Post subject: Re: Midnight (v1)
PostPosted: Sun Aug 25, 2013 5:35 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5497
Updated.

Go break it.

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My feedback meter decays into coding. Give me feedback and I make mods.


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 Post subject: Re: Midnight (v1)
PostPosted: Sun Aug 25, 2013 6:00 am 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
Posts: 2000
Location: Nahgharash
HousePet wrote:
Updated.

Go break it.


Challenge: Accepted.

_________________
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:
DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.


Top
 Profile  
 
 Post subject: Re: Midnight (v1)
PostPosted: Sun Aug 25, 2013 5:27 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
Although, a lucky sun infusion made this place 100% easier this time


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 Post subject: Re: Midnight (v1)
PostPosted: Wed Aug 28, 2013 9:09 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5497
So any feedback about this release?

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My feedback meter decays into coding. Give me feedback and I make mods.


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 Post subject: Re: Midnight (v1)
PostPosted: Wed Aug 28, 2013 2:08 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
Moon Paladin still feels extremely weak. I gave up on slazish and rolled a Halfling just to have Prox murder me. PROX! Of all bosses, PROX did me in and he did me in hard.

Energy generation is a pain at low levels is the biggest problem. I think the talent that generates (cant remember name) should either give more, or have a lower cooldown.


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