ToME: the Tales of Maj'Eyal

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 Post subject: Re: Midnight (v1.1)
PostPosted: Mon Sep 02, 2013 1:55 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5961
Ooops, I forgot to test Twin Moons with a shield. :x
I'll look into what is wrong with Moongate, it should be picking a random nearby tile if the target is occupied.

BTW: Sigil of Shrouding isn't working right and Sigil of Fascination isn't working at all. If anyone can pinpoint what is wrong I will be very happy.

Working on a new starter zone for next version.

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 Post subject: Re: Midnight (v1.2)
PostPosted: Sun Sep 08, 2013 5:21 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5961
Updated:
Save the Sunwall crops from the worm infestation. (then do the Slazish Fens)

Bug fixed Moongate and Twin Moons. Bug fixes for the two sigils are eluding me.

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 Post subject: Re: Midnight (v1.2)
PostPosted: Mon Sep 09, 2013 6:13 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
Well I guess this is better? We trade having to fight Nagas at level 1 with fighting Rare Nagas at level 5 :lol:

That Naga Alchemist did me in quickly


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 Post subject: Re: Midnight (v1.2)
PostPosted: Tue Sep 10, 2013 2:45 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5961
Fine, I'll nerf alchemist. :P

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 Post subject: Re: Midnight (v1.2)
PostPosted: Wed Sep 11, 2013 10:14 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5961
So I'm working on adding in some new castery options with a couple of new categories.
Here are my ideas so far:

Celestial/Glory - high level category for Sun Paladin
Radiant Soul: sustain. At 1 does light penetration. At 3 adds fire penetration. At 5 adds light affinity. Also increases maximum positive energy.
Flashstep: active. Teleport to target creature/point attacking them with light and a blinding flash.
Prominence: active. Powerful fire/light damage cone. Inflicts flameshock.
Path of Light: sustain. Leaves a trail of light behind you as you walk/Flashstep and increases your positive energy regeneration.

Moon Magic - replacing Star Fury for Anorithil and Moon Paladin
Moonlight Ray:
???: ???
Twilight Surge:
Moontide: active. Cone of darkness/physical/cold/knockback damage.

Star Fury - For Starslingers and Liches
Chilling Night: active. Dark/cold damage over time on target creature.
Shadow Blast: add a slowing effect
Star Sign: active. chaining darkness spell that inflicts spellshock.
Starfall:

Obviously I've gap in Moon Magic that needs filling, but I'm also not entirely happy with Path of Light.
So anyone want to give thoughts or ideas? :)

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 Post subject: Re: Midnight (v1.2)
PostPosted: Wed Sep 11, 2013 3:18 pm 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
Posts: 2000
Location: Nahgharash
No problems replacing star fury on moon paladin, but taking Starfall and it's stun away from Anorithil would be a gigantic nerf for that class. Please don't do that.

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 Post subject: Re: Midnight (v1.2)
PostPosted: Thu Sep 12, 2013 1:53 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5961
So some sort of stunning spell in Moon Magic then?

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 Post subject: Re: Midnight (v1.2)
PostPosted: Thu Sep 12, 2013 2:21 am 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
Posts: 2000
Location: Nahgharash
If you insist on changing Anorithil's star fury, one of there primary schools, then yes. You need an AoE stun to replace it. IIRC, it's the only form of stun they get. I'm still not sure taking starfury from them at all is a good idea, even if they get a tree to replace it, not sure how the projected star fury changes would work on a lich though. I'm not familiar enough with Necro to know how that would work out.

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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 (v1.2)
PostPosted: Thu Sep 12, 2013 2:22 am 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
I like the sun paladin lineup


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 Post subject: Re: Midnight (v1.2)
PostPosted: Thu Sep 12, 2013 2:35 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5961
Anorithils are supposed to use the Sun and the Moons, so I'm going to try removing their Star flavoured stuff and give them more Mooning. :lol:
They get a pretty good mass confusion already, so I'm thinking of a custom stun effect called Moonstruck and combining it with some sort of weakening stuff.

Liches should be fine with loosing Moonlight Ray, as Invoke Darkness is pretty much the same thing. Not sure they use Twilight Surge.

And if it fails miserably, I can always change it round again. :D

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 Post subject: Re: Midnight (v1.2)
PostPosted: Thu Sep 12, 2013 2:50 am 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
Posts: 2000
Location: Nahgharash
HousePet wrote:
so I'm thinking of a custom stun effect called Moonstruck


So does that mean that starslingers will be able to leave enemies... Starstruck?

*Dodges rotten tomatoes*

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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 (v1.2)
PostPosted: Thu Sep 12, 2013 3:28 am 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
Off the top of my head, you may want to limit Flash Step to an enemy target only, as the sun paladin's main weakpoint is no mobility, and offering a free escape could nullify that.

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 Post subject: Re: Midnight (v1.3)
PostPosted: Sun Sep 15, 2013 7:08 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5961
Updated:
Added Celestial/Glory to Sun Paladins.
Swapped Celestial/Star-Fury to Celestial/Moon-Magic for Anorithils and Moon Paladins.
Added Celestial/Star-Fury to Starslinger.
Rewrote Disciple of Dusk to be more interesting.

Rewrote the part of the code responsible for the rest point of celestial energies so that regeneration modifiers will work. Eclipse Staff will still cause increased decay speed.

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 Post subject: Re: Midnight (v1.3)
PostPosted: Tue Sep 17, 2013 12:08 pm 
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Archmage

Joined: Tue Nov 11, 2003 10:54 am
Posts: 379
Location: Wroclaw/Poland
Hey HousePet,

First off, great classes. I'm playing the Moon Paladin atm and having a blast. Great Job!
One think though. The talent Nocturnal Raid doesn't seem to be working correctly.
I use the talent, and immediately slow down and cant benefit from the quicker movement speed.
In the log i see:

Casts Nocturnal Raid
Prepares for the next kill - ?????
Slows down.

Cheers.


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 Post subject: Re: Midnight (v1.3)
PostPosted: Tue Sep 17, 2013 12:40 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5961
I've noticed that too. Not sure what the cause is.

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