Midnight (v1.13)
Moderator: Moderator
Re: Midnight (v1.12.1)
After considering the options, I have changed the escort rewards for Sun Paladin and Anorithil.
If Alter Vanilla Celestial talents is enabled, the rewards become:
Sun Paladin
Talents: Chant Acolyte or Healing Light
Categories: Chants or Light
Anorithil
Talents: Hymn Acolyte or Restful Night
Categories: Hymns or Night
If Alter Vanilla Celestial talents is enabled, the rewards become:
Sun Paladin
Talents: Chant Acolyte or Healing Light
Categories: Chants or Light
Anorithil
Talents: Hymn Acolyte or Restful Night
Categories: Hymns or Night
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: Midnight (v1.12.1)
Oh wow. Sun Paladins just became the best escorts in the game.
Re: Midnight (v1.12.1)
Last update broke the "send to Zigur" option for Anorithils; they step on the warp, get an error, step off it, step on it again...
Re: Midnight (v1.12.1)
Given how fiddly it is to reproduce that, could I get the error message please? 

My feedback meter decays into coding. Give me feedback and I make mods.
Re: Midnight (v1.12.1)
Error message image attached.
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Re: Midnight (v1.12.1)
Derp.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Midnight (v1.12.1)
Is it possible you could make a fork of the addon with just the Chants/Hymn changes, or add a third option for the Enables altered paladin/anorithil talents?
I really like the way chants and hymns work now, but dislike how some of the other talents and changes impact anorithil gameplay.
I really like the way chants and hymns work now, but dislike how some of the other talents and changes impact anorithil gameplay.
Re: Midnight (v1.12.1)
Wouldn't it be easier to just split the option in two, rather than make a whole fork?
I should revise the Anorithil stuff some time.
I should revise the Anorithil stuff some time.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Midnight (v1.12.1)
Yeah, Thats what I meant - to add an option to the base addon, as an alternative to a different fork.
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- Archmage
- Posts: 362
- Joined: Tue Nov 09, 2010 7:43 pm
Re: Midnight (v1.12.1)
Thanks for following my subjected workaround.
Re: Midnight (v1.12.1)
After turning off Midnight Talent Tweaks, any game using the midnight addon, (new game or old), will not load.
The culprit seems to be that classes try to give the tweaked talents even if the tweaked talents are off.
In sun Paladin and moon paladin:
[ActorTalents.T_HP_CHANT_ACOLYTE] = 1,
In anorthil and star slinger:
[ActorTalents.T_HP_HYMN_ACOLYTE] = 1,
This needs a check, and if tweaks are off should give
[ActorTalents.T_CHANT_OF_FORTITUDE] = 1,
and
[ActorTalents.T_HYMN_OF_SHADOWS] = 1,
The culprit seems to be that classes try to give the tweaked talents even if the tweaked talents are off.
In sun Paladin and moon paladin:
[ActorTalents.T_HP_CHANT_ACOLYTE] = 1,
In anorthil and star slinger:
[ActorTalents.T_HP_HYMN_ACOLYTE] = 1,
This needs a check, and if tweaks are off should give
[ActorTalents.T_CHANT_OF_FORTITUDE] = 1,
and
[ActorTalents.T_HYMN_OF_SHADOWS] = 1,
Re: Midnight (v1.12.1)
Oh, I seem to have stuffed up the content switch.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Midnight (v1.12.6)
Updated with working content switches.
You can now enable/disable the Chants/Hymns change separately now too.
You can now enable/disable the Chants/Hymns change separately now too.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Low Yeek
- Posts: 7
- Joined: Fri Jan 09, 2015 1:11 pm
Re: Midnight (v1.12.1)
1. I LOVE this addon. The changes to chants and hymns, making them scale better over time, and adding choices on which bonuses you want active instead of which to invest points in is a great improvement in my view.
2. A couple of possible bugs: archmage still starts in the West even if you have an Eastern race (Mardrop, Star Elf). Which is sad, as archmage would be truly great against Midnight's enemies.
3. Spellcaster Necromancer, oddly enough, is worse in the Midnight/Astrologer maps than any other class, as most enemies there are stealthed, attack from range, low visibility, and have darkness resist. I might try Minion Necromancer, but Spellcaster was very hard, even with maxed Blurred Mortality. Also, not sure on balance, but I actually had an easier time on early levels going Orchards->Fens->Midnight, as the distant damage over time attacks made it very hard to survive in Midnight unless you had expanded light radius.
4. Love the new classes. Moon Paladin is a lot of fun, but the initial generation of negative energy is difficult. Perhaps lower cool downs on wax/wane, with less damage to compensate? Just a thought.
5. The scepters are great! I'm loving the ability to have a meaningful alternative to staves for caster types.
6. And now, a confession.
MARDROP ALCHEMIST.
Say hello to the new overpowered.
You see, Midnight generates items in the tier 3-5 range. This includes the armor and weapon your golem starts out wearing. A little creativity in skill/stat investment, some transmuting of gems, and voila, you reach the West with tier 3-5 weapon or armor, enchanted with a tier 5 gem. Alchemist is probably the only class that can generate enough wealth before leaving the East to buy significantly powerful items for sale in the Gates of Morning.
Alchemist is also IDEAL for defeating the annoying "attack from outside your visibility, haha, we're stealthed teleporters" enemies in the Astrologer sequence. Also quite handy to kill nagas from range with bombs.
To put it in context, I was seriously tempted to try my luck staying in the East, butchering orc patrols until I could make a run for Never Look Back And There Again.
That said, I've had my curbstomp fun, so time to let folks know.
All around, great addon, I look forward to seeing where you take this.
-Hraffy
2. A couple of possible bugs: archmage still starts in the West even if you have an Eastern race (Mardrop, Star Elf). Which is sad, as archmage would be truly great against Midnight's enemies.
3. Spellcaster Necromancer, oddly enough, is worse in the Midnight/Astrologer maps than any other class, as most enemies there are stealthed, attack from range, low visibility, and have darkness resist. I might try Minion Necromancer, but Spellcaster was very hard, even with maxed Blurred Mortality. Also, not sure on balance, but I actually had an easier time on early levels going Orchards->Fens->Midnight, as the distant damage over time attacks made it very hard to survive in Midnight unless you had expanded light radius.
4. Love the new classes. Moon Paladin is a lot of fun, but the initial generation of negative energy is difficult. Perhaps lower cool downs on wax/wane, with less damage to compensate? Just a thought.
5. The scepters are great! I'm loving the ability to have a meaningful alternative to staves for caster types.
6. And now, a confession.
MARDROP ALCHEMIST.
Say hello to the new overpowered.
You see, Midnight generates items in the tier 3-5 range. This includes the armor and weapon your golem starts out wearing. A little creativity in skill/stat investment, some transmuting of gems, and voila, you reach the West with tier 3-5 weapon or armor, enchanted with a tier 5 gem. Alchemist is probably the only class that can generate enough wealth before leaving the East to buy significantly powerful items for sale in the Gates of Morning.
Alchemist is also IDEAL for defeating the annoying "attack from outside your visibility, haha, we're stealthed teleporters" enemies in the Astrologer sequence. Also quite handy to kill nagas from range with bombs.
To put it in context, I was seriously tempted to try my luck staying in the East, butchering orc patrols until I could make a run for Never Look Back And There Again.
That said, I've had my curbstomp fun, so time to let folks know.
All around, great addon, I look forward to seeing where you take this.
-Hraffy
Re: Midnight (v1.12.1)
Noticed a bug if you use an anorithil with the altered talents disabled. You start of without any points in moonlight ray, leaving you with a total of 4 class points, instead of the usual starting 5.
Edit : Just noticed this is because it gives you a single point in the duplicate version moonlight ray, so you end up with two versions of it
Edit : http://images.akamai.steamusercontent.c ... 282EFD3F3/
Game halting crash when trying to enter Tenebrous glades. I retried with enabling the settings I had previously disabled, but it still does not generate.
Edit : Just noticed this is because it gives you a single point in the duplicate version moonlight ray, so you end up with two versions of it
Edit : http://images.akamai.steamusercontent.c ... 282EFD3F3/
Game halting crash when trying to enter Tenebrous glades. I retried with enabling the settings I had previously disabled, but it still does not generate.