Midnight (v1.13)

A place to post your add ons and ideas for them

Moderator: Moderator

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

Re: Midnight (v1.12.1)

#226 Post by HousePet »

Drat, I thought I had got the starting talents sorted.

Hrm. Without the altered talents loaded, the Astrologer has a non existent talent.

Will fix more.
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 (v1.12.1)

#227 Post by HousePet »

Updated again.
In addition to hopefully fixing those content switches, I've fixed some dodgy tiles in the Tenebrous Glades and stopped Mardrop and Star Elf Archmagi from starting in the West.
My feedback meter decays into coding. Give me feedback and I make mods.

sajberhippien
Halfling
Posts: 114
Joined: Thu Jan 14, 2016 11:10 am

Re: Midnight (v1.12.1)

#228 Post by sajberhippien »

Wanted to report what I assume is a bug: If learning Celestial / Hymns from an escort, you will not get a negative energy bar. In vanilla I know this is normal and intentional, but in Midnight, Hymn Nocturnal drains negative energy, and without a bar it doesn't function at all.

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

Re: Midnight (v1.12.1)

#229 Post by HousePet »

Hrm, I can fix that.
My feedback meter decays into coding. Give me feedback and I make mods.

sajberhippien
Halfling
Posts: 114
Joined: Thu Jan 14, 2016 11:10 am

Re: Midnight (v1.12.1)

#230 Post by sajberhippien »

Thanks a lot! :D

EDIT: While I'm at it, not sure if intended or not, but Celestial/Glory: Path of Light damages the player too. If it's intended, would you consider changing it? It makes auto-explore dysfunctional as it stops constantly for like, 7 points of damage that is immediately healed.

fateriddle
Halfling
Posts: 86
Joined: Thu Jul 16, 2015 4:46 am

Re: Midnight (v1.12.1)

#231 Post by fateriddle »

Something I felt after playing starslinger, is the negative energy cost of those skills are too much. I've got like 50 max negative energy left after turning on some key sustains mid game, then every skill cost like 40 or so.

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

Re: Midnight (v1.12.1)

#232 Post by HousePet »

Would be useful to specify which talents are bothering you.

Shadow Shot, Restful Night and Sigils all have a negative negative cost.
My feedback meter decays into coding. Give me feedback and I make mods.

fateriddle
Halfling
Posts: 86
Joined: Thu Jul 16, 2015 4:46 am

Re: Midnight (v1.12.1)

#233 Post by fateriddle »

HousePet wrote:Would be useful to specify which talents are bothering you.

Shadow Shot, Restful Night and Sigils all have a negative negative cost.
Shadow Shot has positive negative cost, so does combat skill like Deep Space and Umber. Only traps(sigil) and buffs(Night) have negative cost.

Also I think the Dark Conversion of Cosmic Quiver seems too low(like 20% or so).

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

Re: Midnight (v1.12.1)

#234 Post by HousePet »

Shadow Shot does have a negative negative cost if used at the right time.

Deep Space and Umbra are locked categories, not talents.
There are only two talents with negative costs of 40 and they are both in Deep Space.
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 (v1.12.1)

#235 Post by HousePet »

Updated for 1.4.5 and Embers.

Also tweaked Starslinger and racial talents slightly.
My feedback meter decays into coding. Give me feedback and I make mods.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Midnight (v1.12.1)

#236 Post by Hellcommander »

found in error related to midnight addon (might be because negative energy was low when it attempted to fire beam via the passive)

Code: Select all

[LOG]	#F53CBE#Arendeth is no longer dominated.
[LOG]	#F53CBE#Mirror Image (Arendeth) is no longer dominated.
Lua Error: /engine/Entity.lua:1003: attempt to perform arithmetic on a boolean value
	At [C]:-1 __sub
	At /engine/Entity.lua:1003 recursive
	At /engine/Entity.lua:1040 removeTemporaryValue
	At /data/timed_effects/mental.lua:594 deactivate
	At /engine/interface/ActorTemporaryEffects.lua:218 removeEffect
	At /data/timed_effects/magical.lua:1195 on_timeout
	At /engine/interface/ActorTemporaryEffects.lua:85 timedEffects
	At /mod/class/NPC.lua:320 timedEffects
	At /mod/addons/midnight/superload/mod/class/Actor.lua:210 actBase
	At /engine/GameEnergyBased.lua:119 tickLevel
	At /engine/GameEnergyBased.lua:64 tick
	At /engine/GameTurnBased.lua:51 tick
	At /mod/class/Game.lua:1277 
 ----------------  Stack Dump ----------------

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

Re: Midnight (v1.12.1)

#237 Post by HousePet »

I don't think it has anything to do with Midnight.
What appears to have gone wrong is that Providence removed Dominate, and the game discovered that the nevermove field was Boolean instead of integer.
No idea how that happened.
My feedback meter decays into coding. Give me feedback and I make mods.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Midnight (v1.12.1)

#238 Post by astralInferno »

Wait wait hold on. You may have just squashed an Empyreal bug for me. The Mirror Image talent creates a clone (m) and then defines m.never_move = true
This should be = 1 ?

DaltonRaccoon
Higher
Posts: 52
Joined: Tue Oct 14, 2014 7:49 am

Re: Midnight (v1.12.1)

#239 Post by DaltonRaccoon »

This addon causes some new characters to not spawn with their third infusion in the inventory. I'm not sure what race/class combinations are affected, but I started a Cornac sun paladin and did not have a healing infusion.

NFSlugger13
Posts: 4
Joined: Sat Jun 28, 2014 1:46 am

Re: Midnight (v1.12.1)

#240 Post by NFSlugger13 »

Thanks for the fun addon, HousePet.

Regarding the sceptres: what weapon mastery applies to them? For some reason, the weapon pop-up no longer shows the applicable mastery, so I don't know what to use to boost its damage. Thanks!

Post Reply