Midnight (v1.13)

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HousePet
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Re: Midnight (v1.5)

#61 Post by HousePet »

Thanks :)

1st: Fixed.

2nd: Adjusted cooldown and cost. Did you find the invisibility power too high or too low?

3rd: Got a fix for this one coming. Adjusted cost as well.

4th: I may have overdone the negative generation options. Did any in particular seem overly bountiful?

Moon Paladins are not very traditional. :lol:
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HousePet
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Re: Midnight (v1.6)

#62 Post by HousePet »

Smallish update:
Lots of racial talent tweaks and a few class talent tweaks.
Tenebrous Glades improved.
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MisiuPysiu
Archmage
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Re: Midnight (v1.6)

#63 Post by MisiuPysiu »

Hey,

i tried the starslinger and honestly, I dont know how to get this class going.
There is no negative energy generation besides a few talents, which, when used from stealth give you a certain small amount of if back.
The new starting areas are really hard for this guy, doing 20 damage/round.

Any tips, how to start playing this class??

HousePet
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Re: Midnight (v1.6)

#64 Post by HousePet »

There is only one talent that has a negative negative cost when stealthed.
You can also use the Night or Sigils talents to generate energy early on.
You can charge up your negative energy to max before going into combat.
Shadow Shot and Flare can be used to disable an enemy while you pummel it to death at range.
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StarKeep
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Re: Midnight (v1.6)

#65 Post by StarKeep »

Couple things with your races:

If you start as a class that begins in the west (archmage for example) you keep the celestial starting quest.

You also begin with 4 inscriptions as a Mardrop Archmage. (may also happen with other classes)
<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
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Re: Midnight (v1.6)

#66 Post by HousePet »

Hmm need to tweak starter locations.

I'm aware of the Mardrop starter inscriptions issue. I can't do anything about it without overloading humans. :(
My feedback meter decays into coding. Give me feedback and I make mods.

StarKeep
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Re: Midnight (v1.6)

#67 Post by StarKeep »

No worries, luckily, the one that can't be changed is manasurge, meaning you aren't really missing out on much.
<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

StarKeep
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Re: Midnight (v1.6)

#68 Post by StarKeep »

Upon killing a bone giant rare, kept spamming this lua error:

Code: Select all

Lua Error: /engine/Map.lua:481: attempt to compare table with number
	At [C]:-1 __lt
	At /engine/Map.lua:481 map
	At /data-midnight/talents/celestial/sigils.lua:167 damtype
	At /engine/interface/ActorProject.lua:197 project
	At /data-midnight/talents/celestial/sigils.lua:166 act
	At /engine/GameEnergyBased.lua:126 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1133 
<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
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Re: Midnight (v1.6)

#69 Post by HousePet »

Was it the Bone Giant that placed the Sigil of Fascination?
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StarKeep
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Re: Midnight (v1.6)

#70 Post by StarKeep »

I'm afraid I'm not sure.
The lua spam was so bad, that I was physically unable to check what talents it had.
<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
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Re: Midnight (v1.6)

#71 Post by HousePet »

Well did you cast it? Its either going to be you, the bone giant, or some other hidden rare/random boss. :P

Completely aside:
Would anyone like to draw up the Midnight training camp? I'm completely blank about what to do for its layout.
My feedback meter decays into coding. Give me feedback and I make mods.

StarKeep
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Re: Midnight (v1.6)

#72 Post by StarKeep »

Ah, no, it wasn't me.
<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
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Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Midnight (v1.7)

#73 Post by HousePet »

Updated:
Orbit and Mardrop inscriptions should be fixed.
Shooting Stars buffed.
My feedback meter decays into coding. Give me feedback and I make mods.

Crim, The Red Thunder
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Re: Midnight (v1.7)

#74 Post by Crim, The Red Thunder »

Lua error spam when The minotaur of the labyrinth hit me in the ID inside a vault. Caused a death too. No clue what caused it, posted the error here, uploading the full log in case it's needed.

Code: Select all

stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /data-midnight/damage_types.lua:70: attempt to index local 'dam' (a number value)
stack traceback:
	/data-midnight/damage_types.lua:70: in function 'projector'
	/mod/class/interface/Combat.lua:560: in function 'attackTargetWith'
	/data/talents/techniques/2hweapon.lua:316: in function </data/talents/techniques/2hweapon.lua:305>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:174 useTalent
	At /mod/ai//tactical.lua:382 runAI
	At /mod/ai//tactical.lua:408 doAI
	At /mod/class/NPC.lua:61 act
	At /engine/GameEnergyBased.lua:126 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1133 
 ----------------  Stack Dump ----------------
2: table // 8a45fe8
1: table // 8a45fe8
--------------- Stack Dump Finished ---------------
[LOG]	Minotaur of the Labyrinth uses Stunning Blow.
[ATTACK] to 	Baysplosion	 :: 	67.629189813196	2	13	4	::	1.5
checkHit	33.5	4
=> chance to hit	100
[ATTACK] raw dam	67.629189813196	versus	13	0.3	with APR	2
[ATTACK] after armor	56.629189813196
[ATTACK] after range	75
[PHYS CRIT %] axe accuracy bonus	33.5	4	=	5.9
[PHYS CRIT %]	11.8
[ATTACK] after crit	75
[ATTACK] after mult	112.5
[PROJECTOR] starting dam	112.5
[PROJECTOR] after difficulty dam	112.5
[PROJECTOR] res	6	0.94	 on dam	123.75
[PROJECTOR] after resists dam	116.325
[PROJECTOR] after flat damage armor	116.325
[PROJECTOR] final dam	116.325
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /data-midnight/damage_types.lua:70: attempt to index local 'dam' (a number value)
stack traceback:
	/data-midnight/damage_types.lua:70: in function 'projector'
	/mod/class/interface/Combat.lua:560: in function 'attackTargetWith'
	/data/talents/techniques/2hweapon.lua:233: in function </data/talents/techniques/2hweapon.lua:222>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:174 useTalent
	At /mod/ai//tactical.lua:382 runAI
	At /mod/ai//tactical.lua:408 doAI
	At /mod/class/NPC.lua:61 act
	At /engine/GameEnergyBased.lua:126 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1133 
 ----------------  Stack Dump ----------------
2: table // 8a45fe8
1: table // 8a45fe8
--------------- Stack Dump Finished ---------------
Link to full log: Here
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
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malboro_urchin
Archmage
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Re: Midnight (v1.7)

#75 Post by malboro_urchin »

How does this work with existing Sun Paladin & Anorithil characters/savegames?

Edit: How accessible is darkness damage penetration? It's kind of critical for taking on the Master
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.

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