Midnight (v1.13)

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

Re: Midnight (v1.9.3)

#166 Post by nukularpower »

so far, so good

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

Re: Midnight (v1.9.3)

#167 Post by dayna297 »

Is anyone else having problems with the additional starting dungeons spawning? I've tried it a few times and they just haven't been spawning. Is this a well known bug?

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

Re: Midnight (v1.9.3)

#168 Post by HousePet »

If you have the addon that has the gem golem race, that could be overwriting things. I haven't got around to making it more compatible yet.
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 (v1.9.3)

#169 Post by dayna297 »

I tried disabling every addon but this one, and the places still didn't spawn. Are they actually spawning for anyone else?

EDIT: Oh my mistake, I forgot to disable "Everything is Unique". It seems that one breaks the dungeons, and prevents them from spawning.

Gunthar
Wayist
Posts: 28
Joined: Tue Feb 19, 2013 11:13 am

Re: Midnight (v1.9.3)

#170 Post by Gunthar »

It seems that TE4 V1.2.5 requires a new version of this addon. it is not even shown in the add ons in the game.

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

Re: Midnight (v1.9.3)

#171 Post by HousePet »

Works fine for me.
My feedback meter decays into coding. Give me feedback and I make mods.

Gunthar
Wayist
Posts: 28
Joined: Tue Feb 19, 2013 11:13 am

Re: Midnight (v1.9.3)

#172 Post by Gunthar »

HousePet wrote:Works fine for me.
Working with Ashes also?

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

Re: Midnight (v1.9.3)

#173 Post by HousePet »

Also working on patching this addon.

As a sneak peak, I've finally got Orbit working correctly!
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 (v1.9.4)

#174 Post by HousePet »

Patched.
The only change worth noting is that the Starslinger talent Orbit now works.
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 (v1.10.0)

#175 Post by HousePet »

Updated with buffed up Chants and Hymns.
Credit to Doctornull for the idea.

Also makes Midnight darker and fixes respeccing in the Gates of Morning and Midnight.
My feedback meter decays into coding. Give me feedback and I make mods.

Conlaoch
Posts: 1
Joined: Mon Dec 01, 2014 2:36 pm

Re: Midnight (v1.10.0)

#176 Post by Conlaoch »

I created a Mardrop Archmage.

I ended up with the standard Archmage starting quest, but when I bring up the quest log, I still have the Mardrop starting quest listed there. If I create a Spellsword though, I get the standard Mardrop quest line.

Is there a way to not add the Mardrop startup quest to the list if it is going to be overridden by the Archmage one? Or conversely, no matter what class I create, always force me to go through the Mardrop starting quest.

I am running ToME 1.2.5, but I am not at my home machine at the moment so can't list all the add ons I have installed.


Conlaoch

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Midnight (v1.10.0)

#177 Post by StarKeep »

tome-1.2.5-1421875099.png
tome-1.2.5-1421875099.png (139.79 KiB) Viewed 3390 times
I do believe something fudged up.

Side/balance note on Scepters: Are they meant to have lower base damage than normal weapons?

Having neither (normally) the % damage boost of staves, or the good base damage of weapons, makes them less desirable overall, higher ego choice/slight spellpower boost or not.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

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

Re: Midnight (v1.10.0)

#178 Post by HousePet »

Not an error, just a feature of the Phasing ego on Sceptres.

And it appears that Sceptres and Ritual Blades haven't received any benefit from the t1 weapon power creep yet.
My feedback meter decays into coding. Give me feedback and I make mods.

Celestialer
Low Yeek
Posts: 7
Joined: Sat Jan 10, 2015 8:17 am

Re: Midnight (v1.10.0)

#179 Post by Celestialer »

Hi, could you have a look at the scaling for the Hymns and Chants? Just played an Insane game and ran into an Elendar with over 80% Evasion from Hymn of Shadows (level 25 iirc), something i was unable to beat :o(

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

Re: Midnight (v1.10.0)

#180 Post by HousePet »

Whoops :mrgreen:
My feedback meter decays into coding. Give me feedback and I make mods.

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