Midnight (v1.13)

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

Re: Midnight (v1.7.1)

#106 Post by nukularpower »

There are a lot of OP no brainer options, like the whole Celestial escort tree.. Fortitude was good, but Premonition is way better. Etc etc.

If it was up to me, the Light tree wouldn't be an escort reward, but hey. Either way, going from "good" to "savescum if you get a Paladin escort" is a pretty big difference :) Also, forcing actual Sun Pallies to dump Cun just to get chants isn't very nice!

Also, didn't realize you made this and Arcanum both. Cool. Been a while since I played Anorthil, just figured the 1 thing was from the addon.

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: Midnight (v1.7.1)

#107 Post by malboro_urchin »

Is the Polished Disc supposed to require 40 strength to use? That seems a bit much for a tier 1 shield
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

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

Re: Midnight (v1.7.1)

#108 Post by HousePet »

No, its not supposed to be that high. :(
My feedback meter decays into coding. Give me feedback and I make mods.

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: Midnight (v1.7.1)

#109 Post by malboro_urchin »

Could Midnight please include more 1 handers with caster stats? I've always wanted to make a holy/divine magewarrior-type char, and Celestial/Sun wasn't anything worth having in vanilla.
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: Midnight (v1.7.1)

#110 Post by malboro_urchin »

I've tried a starting a few starslingers, mostly as halflings and star elves (though star elves are easier, because unlike halflings, star elves actually get stat points at 1st level).

Early on, they have no killing power whatsoever, doing 9-15 damage a turn often doesn't cut it for one strong mob, let alone when there are multiple to deal with. Can they get some kind of early offense please?

Edit: also, Stealth on autocast doesn't work with Restful Night, seeing as Restful Night on autocast is pretty much required to keep up negative energy reserves (at least for those first few levels). Is this intended?

One more question: Is stealth supposed to seem worthless? Every single enemy I've come across has spotted me.

Final edit: I should mention that Celestial/Deep Space and Celestial/Shooting Stars look *insanely* cool, and I'm super-excited for when I get to use them!
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

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

Re: Midnight (v1.7.1)

#111 Post by HousePet »

I'll move one of the starting talent points into Sling Mastery, so you can do better damage at start.

You don't have anything to spend negative energy on in early levels, so why bother with autocasting Restful Night? (Its also more useful as a status cure)

Stealth can be a bit confusing because the spotted message comes up when a creature has seen something. They haven't actually spotted you, they have just been alerted that something is sneaking around. You are still hidden.
My feedback meter decays into coding. Give me feedback and I make mods.

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: Midnight (v1.7.1)

#112 Post by malboro_urchin »

One of the Starslinger's only damaging abilities (Shadow Shot, iirc) costs negative energy, and at that stage in the game, Starslingers need all the damage boosts they can get. That starting point in Sling Mastery helps out a good amount.

Edit: after 5 attempts, I can't make it out of either Trollmire or the Tenebrous Glade with a Starslinger. Am I doing something wrong?
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

HousePet
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Joined: Sun Sep 09, 2012 7:43 am

Re: Midnight (v1.7.1)

#113 Post by HousePet »

Try using Shadow Shot while stealthed.

Are you doing the Orchards before the Glades?
My feedback meter decays into coding. Give me feedback and I make mods.

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: Midnight (v1.7.1)

#114 Post by malboro_urchin »

Yep, doing the orchard, and having little to no problems completing it. <3 worm that eats!

Shadow shot while stealthed, with shadowstrike, does about 40-some damage, after which I proceed to miss vs snakes that are right next to me, repeatedly bump attacking me without moving (and this is with 2 points in combat accuracy).

Shadow shot & Restful Night seem to give me variable amounts of neg energy, so I can't always Stealthed Shadow shot -> Restful Night -> light damage beam shot as I'd like to against those shadows. Every enemy in the Tenebrous Glades does fairly large amounts of damage, and has enough health such that they take a while to go down. I've been doing these as Star Elf for the stats, as their racial stat bonuses are pretty much made for Starslinger. In these runs, I've gone out of my way to try and afford a better sling or a better set of ammo, but to no avail.
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

HousePet
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Joined: Sun Sep 09, 2012 7:43 am

Re: Midnight (v1.7.1)

#115 Post by HousePet »

Shadow Shot has a negative negative cost when you are stealthed. :)
You are missing those snakes because they are stepping back to avoid the projectile, then moving forward again. Accuracy has nothing to do with it. Try aiming past them.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Midnight (v1.7.1)

#116 Post by Orangeflame »

Path of Light (Sun paladin Glory tree, 4th skill) hurt friendlies, including yourself. It does not play nice with autoexplore, because whenever it backtracks, it stops because I just took a small amount of damage.
When in trouble / or in doubt / run in circles / scream and shout.

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: Midnight (v1.7.1)

#117 Post by malboro_urchin »

I don't believe that it's physically possible to get a Star Elf Starslinger to beat the Astrologer and survive.
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

HousePet
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Joined: Sun Sep 09, 2012 7:43 am

Re: Midnight (v1.7.1)

#118 Post by HousePet »

A brave Paladin need never backtrack or retreat! (Unless they have light affinity from Radiant Soul)

Star Slinger will have a better start next update. In the mean time, you should be able to squeeze another level by visiting the Slazish Fens before facing the Astrologer.
My feedback meter decays into coding. Give me feedback and I make mods.

devilindupriest
Higher
Posts: 49
Joined: Mon Jan 20, 2014 5:55 pm

Re: Midnight (v1.7.1)

#119 Post by devilindupriest »

I get semi-common lua error cascades with an adventurer trying to hit me with sigil of fascination pointing to a damage value nil. Most of the time I've been able to close all and carry on so I've ignored it, this latest one was of the endless errors variety and had to reboot. If it happens again what do you need?

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

Re: Midnight (v1.7.1)

#120 Post by HousePet »

I don't need anything except some time to get around to patching these things.
My feedback meter decays into coding. Give me feedback and I make mods.

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