Midnight (v1.13)

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devilindupriest
Higher
Posts: 49
Joined: Mon Jan 20, 2014 5:55 pm

Re: Midnight (v1.7.1)

#121 Post by devilindupriest »

HousePet wrote:I don't need anything except some time to get around to patching these things.
Sorry, I should have checked back a few pages to see if it'd been mentioned. My bad.

Zifmia
Low Yeek
Posts: 6
Joined: Fri Feb 21, 2014 3:36 pm

Re: Midnight (v1.7.1)

#122 Post by Zifmia »

Hey, I mentioned I've been having a problem with midnight-class rares, I've gone back to moon paladin to investigate which skill. It looks like sigil of fascination is giving a lua error every time myself or a rare tries to use it.

Also it seems that you intended the negative energy regenerating spells to give exactly what you need to use wax but because of the degeneration it's not quite enough.

My other addons:
Donator features
Auto-transmog gems
Furrae races
Doctornull class pack
Draconians
Beholder
Faerie
And your other classpacks for necromancer/wilder/chronomancer.

http://imgur.com/ioxyiG7

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

Re: Midnight (v1.7.1)

#123 Post by HousePet »

Would anyone else like to report the bug with Sigil of Fascination (AKA Sigil of Error) while its hip to do so. :P

I'm working on patching addons at the moment. Shouldn't be too long until I release a fix.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Midnight (v1.7.1)

#124 Post by StarKeep »

Sure.


Sup dude, I've got, like, an issue man.
This guy, he, like, keeps using sigils on me, and it's, like, not cool bro.
I mean yeah, it's kinda shiny and stuff... but...


Anyway, fix plz.
<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

Zifmia
Low Yeek
Posts: 6
Joined: Fri Feb 21, 2014 3:36 pm

Re: Midnight (v1.7.1)

#125 Post by Zifmia »

HousePet wrote:Would anyone else like to report the bug with Sigil of Fascination (AKA Sigil of Error) while its hip to do so. :P

I'm working on patching addons at the moment. Shouldn't be too long until I release a fix.
Heh sorry, you didn't seem to know about any major bugs when I talked to you in IRC so I didn't bother reading back. I'll stick with my moon pala and try to come back with some feedback just so you've got some helpful information out of me :)

Edit: Oh by the way in case you didn't know, sigil of fascination is broken.

Orangeflame
Thalore
Posts: 157
Joined: Sat Sep 14, 2013 9:09 pm

Re: Midnight (v1.7.1)

#126 Post by Orangeflame »

Not all that long ago, there was a thread somewhere about Stition pointing out how OP shadowstep was, and it could be used to clear a vault from the outside using arcane eye. DarkGod then fixed this, making it require line of sight if the target was in a no-teleport zone, and act the same as before everywhere else.

'Flashstep' is a light damage clone of shadowstep, but does NOT contain this fix. Now, most sun paladins don't want to be rushing in madly into a vault, but this should be fixed.


Also, signal of fascination is a lot more bearable when the enemies that have it also have antimagic disruption, as they waste their turns causing lua errors until it fails :)
When in trouble / or in doubt / run in circles / scream and shout.

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: Midnight (v1.7.1)

#127 Post by malboro_urchin »

Orangeflame wrote:Not all that long ago, there was a thread somewhere about Stition pointing out how OP shadowstep was, and it could be used to clear a vault from the outside using arcane eye. DarkGod then fixed this, making it require line of sight if the target was in a no-teleport zone, and act the same as before everywhere else.)
Are you sure you're not talking about Ambuscade? Ambuscade is a completely different ability.
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
Perspiring Physicist
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Joined: Sun Sep 09, 2012 7:43 am

Re: Midnight (v1.7.1)

#128 Post by HousePet »

Adding adjustment.
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 (v1.7.1)

#129 Post by HousePet »

Proposed new advanced Darkness category for Anorithil and Star Slinger.

Umbra
Umbral Soul: sustain. At 1 does dark penetration. At 3 adds cold penetration. At 5 adds dark affinity. negative sustain cost.
Terminator: active. Creates a spreading zone of darkness like tidal wave, but also moves in the targetted direction.
Umbragate: active. Blinds nearby creatures and teleports you away at random.
Pitch Black: sustain. Causes Tinnugoroth(dusk elementals) to appear randomly inside your zones of darkness damage. (Terminator, Shadow Blast, Black Hole, Circle of Shifting Shadows)

Also intending on adding a new item type.

Sceptres:
One handed.
Slightly less damage than a mace, but +3 spellpower per material level.
Uses the standard combat mastery talent.
Damage modifiers are mag and con.
Stat requirements are mag and con.

I'll need to think of something nifty for making Sceptres and Ritual Daggers stand out. Feel free to send me ideas. :mrgreen:
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Midnight (v1.7.1)

#130 Post by nukularpower »

Umbra sounds like a lot of fun.

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: Midnight (v1.7.1)

#131 Post by malboro_urchin »

Really excited to play around with a sceptre-wielding, spell-focused Sun Pally!

Umbra looks fantastic!

Could Lunar Pulse get some kind of visual effect please?
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
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Midnight (v1.7.1)

#132 Post by HousePet »

Oh yeah, visuals. :lol:
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Midnight (v1.7.1)

#133 Post by nukularpower »

I'm actually about to go for High Peak on my current Nightmare Anorthil... Wish that Umbra tree had been out when I started it! Though it's really been a cakewalk so far anyways

Talow
Cornac
Posts: 44
Joined: Wed Feb 26, 2014 6:26 pm

Re: Midnight (v1.7.1)

#134 Post by Talow »

Image

So someone tried to use a sigil on me, and hello infinite loop.

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

Re: Midnight (v1.7.1)

#135 Post by HousePet »

How do people like to range of Sigils and Glyphs?
Are they usable with just one point spent?
I can easily tweak it to round the range up instead of down.
My feedback meter decays into coding. Give me feedback and I make mods.

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