Midnight (v1.13)

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

Re: Midnight (v1.7.1)

#136 Post by malboro_urchin »

I never bother with sigils because they require the enemy to walk over them. If they covered an area instead of one square, that'd make them more useful to me than a range increase.
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)

#137 Post by malboro_urchin »

HosePet, I think Midnight somehow affects Moonlight Ray adversely.

When my Midnight Anorithil wields the Eclipse staff, my cooldowns for Twilight & Searing Light decrease appropriately, but Moonlight Ray's cooldown remains at 3 regardless of whether I have Eclipse equipped or not.

Apologies if the double-post wasn't warranted, but I thought the topic of this post was unrelated enough from my previous post to warrant the new post + thread bump.
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
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Midnight (v1.7.1)

#138 Post by HousePet »

Oh, that is because it reduces the cooldown of the Star-Fury Moonlight Ray, not the duplicate Moon Magic one.

I'll have to tweak that artifact.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Midnight (v1.8.0)

#139 Post by HousePet »

Big update:
Compatibility upgrade: Will break existing characters. Does loads of things you won't notice.
Passives upgraded: Will now use effective talent level.
Midnight Training Camp: Now has a unique map.
Celestial Starting Quest: Now written into journal.
Celestial/Glory: Removed stamina costs and added to Anorithil.
Celestial/Umbra: Darkness version of Glory, available to Anorithil and Star Slinger.
Celestial/Chants/Hymns: Reset requirements back to Magic.
Celestial/Sigils: At raw talent level 5, they now place a 3x3 grid of traps. Sigil of Space now does darkness damage based on spellpower and cunning. If this is popular, I'll extend the same buffs to Celestial/Glyphs.
Sceptres: New base item added. They are a mace with slightly less damage but +3 spellpower per material level. Uses magic and constitution for requirements/modifiers. No artifacts yet and the egos are placeholders. Am thinking about giving them on hit burst damages and on hit cast spell properties as egos. Ideas and artifact suggestions very welcome.
Bugs fixed and probably created. :lol:
My feedback meter decays into coding. Give me feedback and I make mods.

Zifmia
Low Yeek
Posts: 6
Joined: Fri Feb 21, 2014 3:36 pm

Re: Midnight (v1.8.0)

#140 Post by Zifmia »

Now that sigils are a locked tree moon paladins don't seem to have any way to generate enough negative energy to use any of their damage spells until level 4.

Talow
Cornac
Posts: 44
Joined: Wed Feb 26, 2014 6:26 pm

Re: Midnight (v1.8.0)

#141 Post by Talow »

Auto-explore in the midnight camp now generates this error

Waffle_Lord
Posts: 2
Joined: Sun Mar 09, 2014 5:51 pm

Re: Midnight (v1.8.0)

#142 Post by Waffle_Lord »

Had a crash when I killed the astrologer as an alchemist. Went to the starry area but then killed him and it crashed. Will try to replicate it again in a little bit.

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

Re: Midnight (v1.8.0)

#143 Post by HousePet »

Zifmia wrote:Now that sigils are a locked tree moon paladins don't seem to have any way to generate enough negative energy to use any of their damage spells until level 4.
It awkward, but you can hit Restful Night, rest and then Restful Night.

And I have no idea what is causing the auto explore error.

Was there an error message with the Astrologer crashing things?
My feedback meter decays into coding. Give me feedback and I make mods.

Waffle_Lord
Posts: 2
Joined: Sun Mar 09, 2014 5:51 pm

Re: Midnight (v1.8.0)

#144 Post by Waffle_Lord »

yes there was but I'll need to get home before I check it.

Dougiegee
Halfling
Posts: 111
Joined: Sun Jun 20, 2010 9:24 pm

Re: Midnight (v1.8.0)

#145 Post by Dougiegee »

The midnight camp is not working for me either. I'm getting lua errors on auto-explore and I can't find any way to progress. There is a black square with no tile in the middle of the camp and I also get an error if I try to change floor on this tile (I assume this is meant to be a portal or something?).
Some screenshots here... http://imgur.com/a/nGS2R

Edit : I have now found the exit, didn't see the arrow before. I'll let you know if I have any more errors.

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

Re: Midnight (v1.8.0)

#146 Post by HousePet »

Oops, that black square is supposed to be a tree.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Midnight (v1.8.1)

#147 Post by HousePet »

Patched.

Black square replaced with a tree.
Star-Fury has talents in the correct order again.
My feedback meter decays into coding. Give me feedback and I make mods.

dayna297
Low Yeek
Posts: 7
Joined: Tue Mar 25, 2014 11:01 pm

Re: Midnight (v1.8.1)

#148 Post by dayna297 »

In the newer versions of the addon, are people finding the new dungeons aren't spawning for them?

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

Re: Midnight (v1.9.0)

#149 Post by HousePet »

Updated:
We have images for Mardrop Humans and Star Elves, thanks to Rexorcorum!
And Sceptres have a huge pile of sensible egos now.
My feedback meter decays into coding. Give me feedback and I make mods.

Dougiegee
Halfling
Posts: 111
Joined: Sun Jun 20, 2010 9:24 pm

Re: Midnight (v1.9.0)

#150 Post by Dougiegee »

I've hit an lua error with my Star Elf Starslinger. I just unlocked Deep Space and when I cast Orbit I get lua errors every turn until the target dies. Screenshot here: http://i.imgur.com/8kWlKbD.png

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