Bah. that's what happens when you write 'drinkBuff' instead of 'boozeBuff'. That's fixed, and I believe I've fixed Antipoison as well (it was calling a nonexistant spell), but i didn't test it before I threw it up. Redownloading shouldn't break anyone's saves, so please do so.
Broke my save. You changed wild magic and apparently that was enough for the game to decide "nope, this save has an empty hole in the skill" Oh wait no. You've actually somehow broke Wild Magic. It is no longer selectable. Neither is Arch Mage. I'd recommend you run skillsDB through an XML validator.
A save game of mine that uses Bushido now crashes when I try to load it. Unfortunately, I overwrote my old copy of the mod and no longer can just use that.
Updated to the latest version of the pack and after taking Van Wilder and drinking some booze Dredmor just crashes instantly...ideas?
Essence, would you mind putting a version number in future releases? I have trouble determining if I have the most recent with this mod. Thanks in advance.
I usually just leave it at [BETA] until I feel like it's ready for general release. But if you like, I'll do that. Higashi, there is a known bug in Wild Magic that crashes the game. Have you tried the drinkBuff a few times and had it crash each time? If it was just a one-off, it might have been that one rare bug.
Aye, tried it multiple times under a variety of different circumstances to make sure it was the buff itself. So far I haven't had any luck in getting it to work. In any case, love the work, keep it up mate.
Any sort of indication of what version would be helpful. It need not be a version number, it could just be a date of that particular revision. But I appreciate it.
Ok, I started an exploratory thread to get to the bottom of the eatbuff/drinkbuff issue. I have a hard time believing that this is the FIRST drinkBuff that anyone has actually tried to put to use; we were all clamoring for it to be added to the patch and now it seems like no one has touched it after all.
Aye, thanks for the effort, also unless I'm completely blind Warlockery has disappeared off the new character skill screen and is no longer selectable.
That is bad news for rogue wizard, given what one of the skills was supposed to do. If booze buffs crash the game right now, should I wait until the next patch and change my current project perhaps?
The next path will be announced soon enough that it won't matter. Nicholas is aware of the issue and is looking at it.
Archmage seems completely OP due to the mushroom summoning imo. You hit a Zoo and you quite literally generate 30-40 of each mushroom type. I like the first skill. The first ritual is cool in theme, but even if you fiddle with the XML to enable some other way it is terrible. Taking four actions for a 1 brittle buff is rough with any sort of ranged attack/persistent AE field. Natural archmagic has two essentially useless effects in adrenaline dump and photosynthesis (partially due to mushroom bloat). I haven't gotten the 2nd ritual to work and Vile Archmagic is just wtf all over the place with the various effects. Just way too many. I also can't get enriched magic working, pretty much at all. Efficient and Powerful are both useful though.
Thank you, Melestav! You're the demi-goe of feedback. I never tested the mushroom spawning with a zoo, that's kind of a huge deal. I'll downgrade the spawning rate significantly. Like, to 10% of what it used to be. It's supposed to be a bonus, not a mainstay of the skill. The first ritual isn't actually about the buff, it's about the slim chance of getting a permanent, non-removable buff by casting while you have the buff active. It's a lot of work to maintain, but if you do it, you can gain Cosmic Power by DL 9+. The 2nd ritual is very challenging. Killing something by the slimmest of margins isn't exactly something this game makes easy. That said, if you can pull it off, the benefits are also permanent. As to Enriched Magic, it may be that triggeroncast doesn't work inside of <buff> tags. I'll test it and poke Nicholas if need be.