ToME: the Tales of Maj'Eyal

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Mon Oct 19, 2015 12:35 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5384
Drat, I thought I had got the starting talents sorted.

Hrm. Without the altered talents loaded, the Astrologer has a non existent talent.

Will fix more.

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Tue Oct 20, 2015 9:18 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5384
Updated again.
In addition to hopefully fixing those content switches, I've fixed some dodgy tiles in the Tenebrous Glades and stopped Mardrop and Star Elf Archmagi from starting in the West.

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Thu Feb 11, 2016 11:09 pm 
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Higher

Joined: Thu Jan 14, 2016 11:10 am
Posts: 54
Wanted to report what I assume is a bug: If learning Celestial / Hymns from an escort, you will not get a negative energy bar. In vanilla I know this is normal and intentional, but in Midnight, Hymn Nocturnal drains negative energy, and without a bar it doesn't function at all.


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Fri Feb 12, 2016 2:42 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5384
Hrm, I can fix that.

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Fri Feb 12, 2016 9:42 am 
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Higher

Joined: Thu Jan 14, 2016 11:10 am
Posts: 54
Thanks a lot! :D

EDIT: While I'm at it, not sure if intended or not, but Celestial/Glory: Path of Light damages the player too. If it's intended, would you consider changing it? It makes auto-explore dysfunctional as it stops constantly for like, 7 points of damage that is immediately healed.


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sun Feb 14, 2016 3:32 pm 
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Higher

Joined: Thu Jul 16, 2015 4:46 am
Posts: 49
Something I felt after playing starslinger, is the negative energy cost of those skills are too much. I've got like 50 max negative energy left after turning on some key sustains mid game, then every skill cost like 40 or so.


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Mon Feb 15, 2016 12:45 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5384
Would be useful to specify which talents are bothering you.

Shadow Shot, Restful Night and Sigils all have a negative negative cost.

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Mon Feb 15, 2016 2:45 am 
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Higher

Joined: Thu Jul 16, 2015 4:46 am
Posts: 49
HousePet wrote:
Would be useful to specify which talents are bothering you.

Shadow Shot, Restful Night and Sigils all have a negative negative cost.


Shadow Shot has positive negative cost, so does combat skill like Deep Space and Umber. Only traps(sigil) and buffs(Night) have negative cost.

Also I think the Dark Conversion of Cosmic Quiver seems too low(like 20% or so).


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Mon Feb 15, 2016 11:45 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5384
Shadow Shot does have a negative negative cost if used at the right time.

Deep Space and Umbra are locked categories, not talents.
There are only two talents with negative costs of 40 and they are both in Deep Space.

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Mon Mar 07, 2016 3:40 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5384
Updated for 1.4.5 and Embers.

Also tweaked Starslinger and racial talents slightly.

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Fri Apr 08, 2016 11:37 pm 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 327
found in error related to midnight addon (might be because negative energy was low when it attempted to fire beam via the passive)
Code:
[LOG]   #F53CBE#Arendeth is no longer dominated.
[LOG]   #F53CBE#Mirror Image (Arendeth) is no longer dominated.
Lua Error: /engine/Entity.lua:1003: attempt to perform arithmetic on a boolean value
   At [C]:-1 __sub
   At /engine/Entity.lua:1003 recursive
   At /engine/Entity.lua:1040 removeTemporaryValue
   At /data/timed_effects/mental.lua:594 deactivate
   At /engine/interface/ActorTemporaryEffects.lua:218 removeEffect
   At /data/timed_effects/magical.lua:1195 on_timeout
   At /engine/interface/ActorTemporaryEffects.lua:85 timedEffects
   At /mod/class/NPC.lua:320 timedEffects
   At /mod/addons/midnight/superload/mod/class/Actor.lua:210 actBase
   At /engine/GameEnergyBased.lua:119 tickLevel
   At /engine/GameEnergyBased.lua:64 tick
   At /engine/GameTurnBased.lua:51 tick
   At /mod/class/Game.lua:1277
 ----------------  Stack Dump ----------------


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sat Apr 09, 2016 12:42 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5384
I don't think it has anything to do with Midnight.
What appears to have gone wrong is that Providence removed Dominate, and the game discovered that the nevermove field was Boolean instead of integer.
No idea how that happened.

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sat Apr 09, 2016 9:58 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 621
Wait wait hold on. You may have just squashed an Empyreal bug for me. The Mirror Image talent creates a clone (m) and then defines m.never_move = true
This should be = 1 ?


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Wed Apr 27, 2016 1:50 am 
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Higher

Joined: Tue Oct 14, 2014 7:49 am
Posts: 52
This addon causes some new characters to not spawn with their third infusion in the inventory. I'm not sure what race/class combinations are affected, but I started a Cornac sun paladin and did not have a healing infusion.


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sat Jun 04, 2016 1:38 am 
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Joined: Sat Jun 28, 2014 1:46 am
Posts: 4
Thanks for the fun addon, HousePet.

Regarding the sceptres: what weapon mastery applies to them? For some reason, the weapon pop-up no longer shows the applicable mastery, so I don't know what to use to boost its damage. Thanks!


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