Midnight (v1.13)
Moderator: Moderator
Re: Midnight (v1.12.1)
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.
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.
Re: Midnight (v1.12.1)
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.
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.
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- Halfling
- Posts: 114
- Joined: Thu Jan 14, 2016 11:10 am
Re: Midnight (v1.12.1)
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.
Re: Midnight (v1.12.1)
Hrm, I can fix that.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Halfling
- Posts: 114
- Joined: Thu Jan 14, 2016 11:10 am
Re: Midnight (v1.12.1)
Thanks a lot! 
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.

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.
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- Halfling
- Posts: 86
- Joined: Thu Jul 16, 2015 4:46 am
Re: Midnight (v1.12.1)
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.
Re: Midnight (v1.12.1)
Would be useful to specify which talents are bothering you.
Shadow Shot, Restful Night and Sigils all have a negative negative cost.
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.
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- Halfling
- Posts: 86
- Joined: Thu Jul 16, 2015 4:46 am
Re: Midnight (v1.12.1)
Shadow Shot has positive negative cost, so does combat skill like Deep Space and Umber. Only traps(sigil) and buffs(Night) have negative cost.HousePet wrote:Would be useful to specify which talents are bothering you.
Shadow Shot, Restful Night and Sigils all have a negative negative cost.
Also I think the Dark Conversion of Cosmic Quiver seems too low(like 20% or so).
Re: Midnight (v1.12.1)
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.
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.
Re: Midnight (v1.12.1)
Updated for 1.4.5 and Embers.
Also tweaked Starslinger and racial talents slightly.
Also tweaked Starslinger and racial talents slightly.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Archmage
- Posts: 362
- Joined: Tue Nov 09, 2010 7:43 pm
Re: Midnight (v1.12.1)
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 ----------------
Re: Midnight (v1.12.1)
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.
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.
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: Midnight (v1.12.1)
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 ?
This should be = 1 ?
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- Higher
- Posts: 52
- Joined: Tue Oct 14, 2014 7:49 am
Re: Midnight (v1.12.1)
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.
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- Posts: 4
- Joined: Sat Jun 28, 2014 1:46 am
Re: Midnight (v1.12.1)
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!
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!