Midnight (v1.13)

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astralInferno
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Re: Midnight (v1.10.0)

#181 Post by astralInferno »

oh my god the new hymns and chants are from this
they are beautiful thank you

astralInferno
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Re: Midnight (v1.10.0)

#182 Post by astralInferno »

Sorry for the double post; is path of glory supposed to be working on the overworld? I... have no idea if that's normal or not, actually.

Started an almost-sun-paladin, got quartz sceptre and polished disc in one zone. Was a good start.

HousePet
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Re: Midnight (v1.10.0)

#183 Post by HousePet »

I probably just missed a condition on the light trail.
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Thexare
Halfling
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Re: Midnight (v1.10.0)

#184 Post by Thexare »

I come bearing gifts of bug reports in 1.3.0. Just assuming it's Midnight based on the lua error.

Code: Select all

Lua Error: /mod/addons/midnight/superload/mod/class/Actor.lua:267: attempt to call field 'do_unflinching_resolve' (a nil value)
	At [C]:-1 do_unflinching_resolve
	At /mod/addons/midnight/superload/mod/class/Actor.lua:267 actBase
	At /engine/GameEnergyBased.lua:116 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1255 

Crim, The Red Thunder
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Re: Midnight (v1.10.0)

#185 Post by Crim, The Red Thunder »

Same error as above, and another one for this talent

Code: Select all

Lua Error: /mod/addons/midnight/superload/mod/class/Actor.lua:262: attempt to call field 'do_carbonRegrowth' (a nil value)
	At [C]:-1 do_carbonRegrowth
	At /mod/addons/midnight/superload/mod/class/Actor.lua:262 actBase
	At /engine/GameEnergyBased.lua:116 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1255 
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
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HousePet
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Re: Midnight (v1.10.0)

#186 Post by HousePet »

I'm working to update all the addons asap, only that isn't very fast at the moment.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Re: Midnight (v1.11.0)

#187 Post by HousePet »

Updated:
Now compatible with 1.3.
Rearranged files to improve compatibility.
Improved the descriptions on Chant/Hymn Acolyte talents.
Buffed Hale.
Capped Hymn of Shadows.
Midnight Training Camp now contains three shops and a trainer that can teach martial, staff and mindstar categories.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Re: Midnight (v1.11.0)

#188 Post by HousePet »

I've noticed that I haven't made a full range of artifact sceptres yet, so please through ideas and suggestions here. :D
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astralInferno
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Re: Midnight (v1.11.0)

#189 Post by astralInferno »

The Worm That Eats doesn't have his own artifact. Maybe he could drop one that buffs BLight damage?
Ooh, or it could grant the effect of the Overkill sustain. Wait, you can't give sustains with items. And that'd be way OP at that level.

That's still the best adventurer build I ever made. BLight is best combo.

Purrhaps one that converts some of your light damage to fire damage? Ooh, or you could tie it in to Irresistable sun and have it add gravity (pin) damage.

...my ideas are all for Weird Side Benefits, sorry.

astralInferno
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Re: Midnight (v1.11.0)

#190 Post by astralInferno »

Sorry for double post, but actual useful thing, sorta.

Really obscure bug found by making a Mardrop Alchemist (actually an adventurer, but with alchemist trees), and then having the golem be in control when destroying the portal. Portal gets destroyed. You do not get teleported. You're now stuck in the far east without having any of the relevant quests.

HousePet
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Re: Midnight (v1.11.0)

#191 Post by HousePet »

LOL, I'm calling it a feature.
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HousePet
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Re: Midnight (v1.12.0)

#192 Post by HousePet »

Updated:
Added artifact sceptres.
Added sceptre sprites for Ogres.
Removed the last piece of the Gates of Morning overload.
My feedback meter decays into coding. Give me feedback and I make mods.

malboro_urchin
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Re: Midnight (v1.12.0)

#193 Post by malboro_urchin »

Now that we have the skirmisher, can/should the starslinger get Skirmisher - slings and Called Shots in place of Archery - slings and Archery Prowess?
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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Re: Midnight (v1.12.0)

#194 Post by HousePet »

So it can be OP and make you run screaming when a rare rolls it? :mrgreen:
I'll look into it when I get around to reviewing the class.
My feedback meter decays into coding. Give me feedback and I make mods.

Thexare
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Re: Midnight (v1.12.0)

#195 Post by Thexare »

HousePet, in Arcanum notes wrote: Arcanist can now unlock the Dawn category from Necromancy+.
This cross-mod bit gave me an idea, is it possible to give the Moon Paladin the Buckler Offense tree from the Weapon Pack? Twin Moons specifically says it can use a shield, but the class is still biased toward Dex, so it seems like it could fit.

I mean, unless you just implemented a copy of Dawn into Arcanum. I don't mod ToME, so I don't know how it's done.

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