ToME: the Tales of Maj'Eyal

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sat Jun 04, 2016 1:52 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5454
They should be under the standard martial weapon mastery, unless you have another option with higher rank.

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sat Jun 04, 2016 2:52 am 
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Joined: Sat Jun 28, 2014 1:46 am
Posts: 4
Wow...fast response. Much appreciated!


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Fri Jul 08, 2016 3:31 am 
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Halfling

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 104
Would you mind terribly if I contributed some flavor text for the classes and races that have none? They're rather bare, and it always bothered me a little on the select screen.

Here's something for the Star Elf, Starslinger, and Moon Paladin. You may use or change it as you please and I welcome any input.

Quote:
Distant cousins of the Shalore, Star Elves have close ties with the Wintertide moon. They are completely nocturnal, a quality that during the Spellhunt would result in most of their race being mistaken as evil entities. What few remain spend their time in hiding within the shadows of the night.

They look to the stars for guidance and blessings. They possess the Shadow Swell talent which allows them a boost of evasion every once in a while.


EDIT: Here's Starslinger (I am assuming that both classes hail from the Gates of Morning as opposed to Midnight, as Sunwall is the starting point.)
Quote:
Starslingers hail from the Gates of Morning, the last bastion of the free people in the Far East. Their way of life is well represented by their motto 'The stars are our guidance, our light, our protectors. When sun and moon fail to shine, we alone are the last lights of salvation.'
They can channel the cosmic power of the stars into their ammo while unseen by enemies, destroying all those who seek to destroy the Sunwall from afar. They can lay down magic sigils of darkness, trapping enemies before they have any chance of attacking.
Their most important stats are: Magic and Cunning


EDIT 2: Moon Paladin. (I intentionally took the last part of the motto from Sun Paladin because they are both, well, Paladins. Not sure if that's the best idea.)
Quote:
Moon Paladins hail from the Gates of Morning, the last bastion of the free people in the Far East. Their way of life is well represented by their motto 'We stand between the moons, to whom the Sun gives power during the blackest of nights. We are the stars that shine even when the sun is dim, and against our strength none shall pass.'
They channel the power of Eyal's two moons, Summertide and Wintertide, with their dual weapons to rend any who seek to destroy the Sunwall. They can protect and harm with the power of the moons and stars.
Their most important stats are: Dexterity and Magic


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Fri Jul 08, 2016 5:03 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5454
Why would I complain about someone doing stuff for me? :P

However, I can't use the Star Elf one. Them being nocturnal is fine, but their relation to Shaloren is pure speculation. We really know nothing about the Elves of the Far East.

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Fri Jul 08, 2016 7:06 am 
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Halfling

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 104
Ah, I understand! And that would rule out most other elven ancestry refs as well. So how about this?

Quote:
A race of Elves all but forgotten, Star Elves have close ties with the Wintertide moon and have a very well developed study of astronomy. They are completely nocturnal, a quality that during the Spellhunt would result in most of their race being mistaken for evil entities. What few remain spend their time in hiding within the shadows of the night.

They look to the stars for guidance and blessings. They possess the Shadow Swell talent which allows them a boost of evasion every once in a while.


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Fri Jul 08, 2016 9:46 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5454
Slight problem of the Spellhunt not happening in the Far East.

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Fri Jul 08, 2016 2:00 pm 
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Halfling

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 104
You're right about that, I took that from the Mardrop. Here's something that (might) be better, this is better for everyone anyway as it makes Star Elves less similar to the Mardrop. How about taking the Orcs into account here?

Quote:
A race of Elves all but forgotten, Star Elves have close ties with the Wintertide moon and have a very well developed study of astronomy. They are completely nocturnal, a quality that would help them evade the Orcs after the Spellblaze. Eluding the Orcs would only last for so long, however. In the Age of Pyre they suffered the near extinction of their race to the hands of Orcish raiding parties, as they eventually located and conquered their once secluded dwellings. What few remain spend their time in hiding within the shadows of the night.

They look to the stars for guidance and blessings. They possess the Shadow Swell talent which allows them a boost of evasion every once in a while.


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sat Jul 09, 2016 12:07 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5454
Good enough.

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Fri Jul 29, 2016 1:00 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
It's possible I have an old version, but it looks to me that hymns are currently giving "infravsion" and not infravision.


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sun Sep 04, 2016 3:37 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5454
Updated:
Sceptres should now appear on Embers races. Thanks Rexo.
Alchemy Golems starting in the East won't have t4 equipment anymore.
Added descriptions from Chronosplit.
Other bugs fixed.

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Tue Oct 11, 2016 3:50 am 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 342
Found an error that a npc created when using sigil of space
Code:
[LOG]   Salirin the human guard casts Sigil of Space.
[SPELL CRIT %]   12.7
stack traceback:
   [C]: in function 'error'
   /engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /engine/Entity.lua:125: Entity definition has a closure: triggered has upvalue dist
stack traceback:
   [C]: in function 'error'
   /engine/Entity.lua:125: in function 'init'
   /engine/Trap.lua:37: in function 'init'
   /mod/class/Trap.lua:39: in function 'init'
   /engine/class.lua:147: in function 'new'
   /data-midnight/talents/celestial/sigils.lua:290: in function 'damtype'
   /engine/interface/ActorProject.lua:218: in function 'project'
   /data-midnight/talents/celestial/sigils.lua:286: in function </data-midnight/talents/celestial/sigils.lua:279>
   [C]: in function 'xpcall'
   /engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
   At [C]:-1
   At [C]:-1 error
   At /engine/interface/ActorTalents.lua:279 useTalent
   At /mod/ai//tactical.lua:418 runAI
   At /mod/ai//tactical.lua:446 doAI
   At /mod/class/NPC.lua:72 act
   At /engine/GameEnergyBased.lua:129 tickLevel
   At /engine/GameEnergyBased.lua:64 tick
   At /engine/GameTurnBased.lua:51 tick
   At /mod/class/Game.lua:1271
 ----------------  Stack Dump ----------------


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sat Nov 12, 2016 5:50 pm 
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Yeek

Joined: Sun Oct 23, 2016 10:08 pm
Posts: 13
I know this hasn't been updated in a while and this kinda got talked about on the first page of the thread, but I'd still love to be able to use bows ala shooting arrows with moon energy and stuff like that for the starslinger. I'm pretty new to addons and haven't really had any experience adding stuff in, but something that could help turn bows from str/dex is something like strength of purpose for TW's that turns the strength scaling into magic (but use cunning or dex in this case). Not a must have, but something I'd really appreciate.

Also I've loved being able to pick up anorithil/sun paladin escorts for the chants/hymns. The reworked tree for them was really useful to have overall on other classes. I just won with a death knight having both hymns and chants that provided really good stat boosts.


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Thu Mar 09, 2017 5:35 pm 
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Higher

Joined: Fri Jan 18, 2013 9:37 pm
Posts: 47
Needs an update for 1.5, won't load a celestial class (not sure if only human/elf).


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Thu Mar 09, 2017 6:57 pm 
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Higher

Joined: Sun Aug 23, 2015 5:49 pm
Posts: 55
kemott11 wrote:
Needs an update for 1.5, won't load a celestial class (not sure if only human/elf).


Not surprising, since these big updates always mess up adding lol.

Also, I do believe the chant system from this mod is now a part of the game (which is awsome), so that might be one reason why its not loading.


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Fri Mar 10, 2017 1:05 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5454
Yes a few things from Arcanum and Midnight were added to the base game, so I need to carefully prune them from my addons before things will work properly again.

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