Midnight (v1.13)

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HousePet
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Re: Midnight (v1.1)

#31 Post by HousePet »

Ooops, I forgot to test Twin Moons with a shield. :x
I'll look into what is wrong with Moongate, it should be picking a random nearby tile if the target is occupied.

BTW: Sigil of Shrouding isn't working right and Sigil of Fascination isn't working at all. If anyone can pinpoint what is wrong I will be very happy.

Working on a new starter zone for next version.
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HousePet
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Re: Midnight (v1.2)

#32 Post by HousePet »

Updated:
Save the Sunwall crops from the worm infestation. (then do the Slazish Fens)

Bug fixed Moongate and Twin Moons. Bug fixes for the two sigils are eluding me.
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Sradac
Sher'Tul
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Re: Midnight (v1.2)

#33 Post by Sradac »

Well I guess this is better? We trade having to fight Nagas at level 1 with fighting Rare Nagas at level 5 :lol:

That Naga Alchemist did me in quickly

HousePet
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Re: Midnight (v1.2)

#34 Post by HousePet »

Fine, I'll nerf alchemist. :P
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HousePet
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Re: Midnight (v1.2)

#35 Post by HousePet »

So I'm working on adding in some new castery options with a couple of new categories.
Here are my ideas so far:

Celestial/Glory - high level category for Sun Paladin
Radiant Soul: sustain. At 1 does light penetration. At 3 adds fire penetration. At 5 adds light affinity. Also increases maximum positive energy.
Flashstep: active. Teleport to target creature/point attacking them with light and a blinding flash.
Prominence: active. Powerful fire/light damage cone. Inflicts flameshock.
Path of Light: sustain. Leaves a trail of light behind you as you walk/Flashstep and increases your positive energy regeneration.

Moon Magic - replacing Star Fury for Anorithil and Moon Paladin
Moonlight Ray:
???: ???
Twilight Surge:
Moontide: active. Cone of darkness/physical/cold/knockback damage.

Star Fury - For Starslingers and Liches
Chilling Night: active. Dark/cold damage over time on target creature.
Shadow Blast: add a slowing effect
Star Sign: active. chaining darkness spell that inflicts spellshock.
Starfall:

Obviously I've gap in Moon Magic that needs filling, but I'm also not entirely happy with Path of Light.
So anyone want to give thoughts or ideas? :)
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Crim, The Red Thunder
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Re: Midnight (v1.2)

#36 Post by Crim, The Red Thunder »

No problems replacing star fury on moon paladin, but taking Starfall and it's stun away from Anorithil would be a gigantic nerf for that class. Please don't do that.
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HousePet
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Re: Midnight (v1.2)

#37 Post by HousePet »

So some sort of stunning spell in Moon Magic then?
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Crim, The Red Thunder
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Re: Midnight (v1.2)

#38 Post by Crim, The Red Thunder »

If you insist on changing Anorithil's star fury, one of there primary schools, then yes. You need an AoE stun to replace it. IIRC, it's the only form of stun they get. I'm still not sure taking starfury from them at all is a good idea, even if they get a tree to replace it, not sure how the projected star fury changes would work on a lich though. I'm not familiar enough with Necro to know how that would work out.
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
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

Sradac
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Re: Midnight (v1.2)

#39 Post by Sradac »

I like the sun paladin lineup

HousePet
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Re: Midnight (v1.2)

#40 Post by HousePet »

Anorithils are supposed to use the Sun and the Moons, so I'm going to try removing their Star flavoured stuff and give them more Mooning. :lol:
They get a pretty good mass confusion already, so I'm thinking of a custom stun effect called Moonstruck and combining it with some sort of weakening stuff.

Liches should be fine with loosing Moonlight Ray, as Invoke Darkness is pretty much the same thing. Not sure they use Twilight Surge.

And if it fails miserably, I can always change it round again. :D
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Crim, The Red Thunder
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Re: Midnight (v1.2)

#41 Post by Crim, The Red Thunder »

HousePet wrote:so I'm thinking of a custom stun effect called Moonstruck
So does that mean that starslingers will be able to leave enemies... Starstruck?

*Dodges rotten tomatoes*
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
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

StarKeep
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Re: Midnight (v1.2)

#42 Post by StarKeep »

Off the top of my head, you may want to limit Flash Step to an enemy target only, as the sun paladin's main weakpoint is no mobility, and offering a free escape could nullify that.
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HousePet
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Re: Midnight (v1.3)

#43 Post by HousePet »

Updated:
Added Celestial/Glory to Sun Paladins.
Swapped Celestial/Star-Fury to Celestial/Moon-Magic for Anorithils and Moon Paladins.
Added Celestial/Star-Fury to Starslinger.
Rewrote Disciple of Dusk to be more interesting.

Rewrote the part of the code responsible for the rest point of celestial energies so that regeneration modifiers will work. Eclipse Staff will still cause increased decay speed.
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MisiuPysiu
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Re: Midnight (v1.3)

#44 Post by MisiuPysiu »

Hey HousePet,

First off, great classes. I'm playing the Moon Paladin atm and having a blast. Great Job!
One think though. The talent Nocturnal Raid doesn't seem to be working correctly.
I use the talent, and immediately slow down and cant benefit from the quicker movement speed.
In the log i see:

Casts Nocturnal Raid
Prepares for the next kill - ?????
Slows down.

Cheers.

HousePet
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Re: Midnight (v1.3)

#45 Post by HousePet »

I've noticed that too. Not sure what the cause is.
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