Midnight (v1.13)

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Faeryan
Sher'Tul
Posts: 1308
Joined: Wed Jan 07, 2004 5:01 pm
Location: Finland

Re: Midnight (v1.7.1)

#91 Post by Faeryan »

Ha! This is where Mardrop came from. Few updates back I had loads of add-ons added and really liked the race. Then with new updates and few error spewing add-ons I got rid of them, but really missed Mardrop.

They weren't totally overpowered but had interesting racial tree.
Stronk is a potent combatant with a terrifying appearance.

nukularpower
Halfling
Posts: 82
Joined: Tue Nov 06, 2012 5:37 am

Re: Midnight (v1.7.1)

#92 Post by nukularpower »

Is this addon the one that adds "blight freeze" and "shieldbreaker" damage types? Having a problem with my item resistances randomly changing to those types, and I think there is an artifact from this that adds some kind of "shieldbreaker shot" ammo for slings. Seems my Girdle of the Calm Waters is a lost cause now, so just wondering.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Midnight (v1.7.1)

#93 Post by HousePet »

Blight Freeze is in Arcanum.
Shieldbreaker is in this one.
Items having wierd damage type is caused by changing addon versions while your character is still alive.
My feedback meter decays into coding. Give me feedback and I make mods.

nukularpower
Halfling
Posts: 82
Joined: Tue Nov 06, 2012 5:37 am

Re: Midnight (v1.7.1)

#94 Post by nukularpower »

Ahh, thanks.

I really like what this addon does for Anorthils and Sun Paladins. I've played a Midnight Anorthil to the East, and so far, so good! I haven't tried the new classes yet, but I definitely plan to. Thanks for the mod!

wildwolfofdark
Halfling
Posts: 112
Joined: Wed Dec 12, 2012 6:06 am

Re: Midnight (v1.7.1)

#95 Post by wildwolfofdark »

I have played a little with this addon and it is interesting. The added races and classes are fun, but I haven't played with this addon in a while. Can't wait to see what changes have been made since October. :3

Dallan
Low Yeek
Posts: 5
Joined: Sat Jan 26, 2013 6:16 am

Re: Midnight (v1.7.1)

#96 Post by Dallan »

Hm. I wasn't able to figure out what was causing the weird "persistent invisibility" bug I mentioned, only that it would happen because the character's invisibility stat was being set to an insanely small but still positive quantity (something on the order of 1e-15) so the screen would apply the invis effect but the character obviously wouldn't be invisible enough for it to be actually relevant.

The same thing would occasionally happen with a "persistent confusion effect" bug, but this would only apply the screen shader without the character actually being confused. Is there any other status that gives that distortion that I didn't notice?

Also, when I finally lost the character to the Kor'Pul backup guardian I'm still not sure I should have. Either disease ticks ignore damage shields (possible) or the damage ticked before the shield applied (possible), but I got a character killed by a 38-damage Decrepitude Disease tick (ending with -15 life) when Celestial Intervention should have applied a 112-damage shield but didn't.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Midnight (v1.7.1)

#97 Post by HousePet »

They might have had damage shield penetration?
My feedback meter decays into coding. Give me feedback and I make mods.

Dallan
Low Yeek
Posts: 5
Joined: Sat Jan 26, 2013 6:16 am

Re: Midnight (v1.7.1)

#98 Post by Dallan »

HousePet wrote:They might have had damage shield penetration?
Possible, but the shield doesn't even appear on the character sheet and there wasn't any message about it in the log.

Really I probably should have gotten out long before, but the class is really fun to play and really good at making you think "yeah, I can take this guy down and THEN heal" just because of the damage you can end up being able to do with the right set of daggers. :D I'd never had to trigger Intervention before so I hadn't seen it work, so it seemed worth highlighting it just in case.

Orangeflame
Thalore
Posts: 157
Joined: Sat Sep 14, 2013 9:09 pm

Re: Midnight (v1.7.1)

#99 Post by Orangeflame »

Shadow Blast (2nd skill in Star Fury tree) is causing incredible slowing effects for my pet liches and I.

It should only be slowing 17%, but it's slowing by 1785% Global Speed.
Additionally, it is giving a 20% effect of Rigor Mortis (unknown if this is intended or not)
When in trouble / or in doubt / run in circles / scream and shout.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Midnight (v1.7.1)

#100 Post by HousePet »

Oops *throws in a /100*
I'm using the Rigor Mortis damage type to apply that darkness and slow.
I'll just stop it from defaulting to 20% damage weakness.
My feedback meter decays into coding. Give me feedback and I make mods.

nukularpower
Halfling
Posts: 82
Joined: Tue Nov 06, 2012 5:37 am

Re: Midnight (v1.7.1)

#101 Post by nukularpower »

Aww, I thought it may have been intended for Shadow Blast to be an AoE stun :)

nukularpower
Halfling
Posts: 82
Joined: Tue Nov 06, 2012 5:37 am

Re: Midnight (v1.7.1)

#102 Post by nukularpower »

Get this lua error spammed when a rare from this mod uses Sigil of Fascination:
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152:/data-midnight/talents/celestial/sigils.lua:113:attempt to call field 'getDamage' (a nil value)
stack traceback:
/data-midnight/talents/celestial/sigils.lua:113 in function
</data-midnight/talents/celestial/sigils.lua:105>
[C]" in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:174 useTalent
At /mod/ai//tactical.lua:382 runAI
At /mod/ai//tactical.lua:408 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1141

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Midnight (v1.7.1)

#103 Post by HousePet »

I'm going to rename it to Sigil of Error.
My feedback meter decays into coding. Give me feedback and I make mods.

nukularpower
Halfling
Posts: 82
Joined: Tue Nov 06, 2012 5:37 am

Re: Midnight (v1.7.1)

#104 Post by nukularpower »

If the shoe fits... :)

Just a random bit of feedback: While I really like most of what this addon does, the changes to Chants seem rather unnecessary to me. It sort of totally breaks them as an escort reward. It's not a huge thing either way, but I don't feel the new implementation is any better than the old, in any significant way. Also, Hymn of Midnight actually seems to do less damage than before, due to the possibilty to do as little as 1 damage - while the blind is nice, Anorthil's really don't need any nerfs, considering they get practically no real utility that everyone else can't get (outside of the stun resist hymn.)

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Midnight (v1.7.1)

#105 Post by HousePet »

Oh come on, Chant of Fortitude was an OP no brainer option. :P

Also, I haven't changed the damage on Hymn of Moonlight.
My feedback meter decays into coding. Give me feedback and I make mods.

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