Thank you Kazeto! Will edit this if it works EDIT: Ok, I have the sniper32 issue, frustrating as I don't seem to be able to solve it, I'm linking another picture. EDIT 2: Just to mention I replaced the files by hand, maybe that has something to do with it. EDIT 3: Success, if you do everything by hand you have to combine the skill picture folders from the modifation and the main game file, I was missing far more than sniper32 and 64. Incase anyone else is this stupid, my suggestion would be to mention this in the first post, to idiot proof it further because as we have just seen, I'm dumb enough to need that help/.
At this point, I'd start over. Go to Steam and revalidate the game giles -- it'll take a while, but it'll put everything back to normal. Then go unzip the file in the main directory one more time and manually go and look and see if sniper32.png and the others are there. If they are, try starting the game. If they're not there, it's my fault and I have to figure out what's different about your setup than everyone else's and how to address it.
I think you have the same problem I did, instead of inserting Sniper32 copy the entire Skill folder (or whatever has all the pictures)from the update and combine it with the skill folder from the default game files. That should fix your problem
New upload! One of the possible bad effects of "Attracted Unwanted Extraplanar Attention" has it's icon misnamed in the file, and it was crashing the game. (the_truth_is_way_out_there0.png was missing the '0'.) That's not the case anymore.
...and with the latest upload (adds in Kazeto's suggestion re: solar inscription), I think I can officially say that this is no longer beta. Daynab, could you do the honors please and thank you?
Is the nerf to solar inscription worked into the ESCRII_5.zip version of the rebalance? I was playing around with it this evening and didn't see any buffs being added to my victims after they stepped on it (or when it appeared under their feet)--is it something that can't be seen when mouseovering? Also, is it just me, or do monsters get hit by the rune twice when you cast it under them--once when it is cast, and a second time when they try to step off it? Or is that just the scrolling combat text playing tricks on me?
Yes, it is. if the buffs aren't being added, there's a problem. I don't have time to look at it tonight, but I'll look at it tomorrow.
I have been a lurker since this game came out, and enjoyed the fruits of many hours of blood and tears on the parts of Ruigi, Essence, Fax and the rest, but I have to say that this is a fantastic mod, truly eyebrow raising. It continues to surprise me and completely change up the usual doldrum of making a new character. Specifically as a review I have to say that fungal arts rebalance has been masterfully done, and has truly grown into its own as a powerful and balanced skill. being able to buff the summons makes them far more viable as a survival method. Unarmed I am currently exploring and I am impressed with how instead of base damage types increasing (which are resistable) the damage from the skill comes from many more esoteric places, as well as passively from the stat buffs themselves. Kudos on granting stats so long as a weapon isn't equipped. With the new way it is working you feel the lack of stats far more than you did before if you randomly picked up the lvl 1 spear.
Thanks, Leot! I appreciate all feedback, positive and negative, but the positive stuff is better. Also, new upload: I discovered that Fastball Specialist (Throwing 5) wasn't ever actually proccing Fleshbore, so I fixed it.
Alright I have to give some feedback about the build I am still slowly using: Unarmed Fungal Arts Alchemy Tinkering Battle Geology Man At Arms Beserker Rage The first thing I did was max the new and improved fungal arts and unarmed. This granted me the ability to toss puffballs rather hard. I am currently on DL 9 and I have to say the odious puffballs may need to be toned down a tad. I was able to complete a zoo using nothing but those, never being approached by enemies due to the confusion effects, and since they are permanent mines that layer with scaling each monster susceptible to the exotic damage Puffballs do died in 4 rounds of exposure at most. I love how it is a great offensive weapon, and I understand my build focuses a lot on stat increases but it seriously is a go to win button for me currently. I will test it out in a mage build next to see if this is a consistent deal.