I dunno - I used steam to redownload; it worked fine - no mods. Ditto mods. Only change is ESCRII, I think.
Ok, so with alpha it does not crash, with essence's fixes it does. There is no malformed XML in Essence's fixes. Attached are my .dmp files.
Spoiler: thoughts about You Are the Demons Thoughts coming soon. Code now. <spell name="Infernal Circle" type="self"> <buff useTimer="0" destroyonmove="1" stacksize="1" manaUpkeep="3" allowstacking="0" icon="skills/infernal_circle64.png" smallicon="skills/infernal_circle32.png"> <halo name="sprites/sfx/conflux/conflux" first="0" num="3" frameRate="100"/> <primarybuff id="4" amount="10"/> <!-- Stubborness --> <primarybuff id="2" amount="-40"/> <!-- Nimbleness --> <secondarybuff id="2" amount="3"/> <!-- melee power --> <secondarybuff id="4" amount="33"/> <!-- critical --> <secondarybuff id="5" amount="70"/> <!-- haywire --> <secondarybuff id="13" amount="5"/> <!-- hp regen --> <resistbuff conflagratory="9" necromantic="9" toxic="9" transmutative="9" /> </buff> <anim sprite="sprites/sfx/glintA/glintA" frames="5" framerate="60" centerEffect="0" sfx="portal" /> <description text="You put your demonologist hand in, you put your demonologist hand out and shake it all about. As long as you stay IN the circle, they shouldn't be able to hurt you." /> </spell> <spell name="Fire Off a Demon's Back" type="self"> <effect type="trigger" spell="Curse Removal"/> </spell> <spell name="Demon Form" type="self" downtime="30" icon="skills/demon32.png" wand="0"> <!--Assume the form of a demon, possibly when inconvenient --> <effect type="trigger" spell="Infernal Torus"/> <buff useTimer="1" time="13" stacksize="1" self="1" icon="skills/you_are_the_demons64.png" smallicon="skills/you_are_the_demons32.png" bad="1" > <!-- FIXME This stuff. --> <polymorph name="Big Red"/> <primarybuff id="0" amount="30"/><!-- Bur --> <primarybuff id="1" amount="-15"/><!--Sag --> <primarybuff id="5" amount="-15"/><!--Sav --> <secondarybuff id="2" amount="5"/><!-- melee --> <secondarybuff id="10" amount="5"/><!-- armour --> <secondarybuff id="1" amount="-20" /> <!-- mana --> <secondarybuff id="3" amount="-10" /> <!-- magpow --> <secondarybuff id="14" amount="-10" /> <!-- mana regen --> <targetHitEffectBuff percentage="40" name="Pyrokinesis"/> <playerHitEffectBuff percentage="10" name="Killing Blow"/> <criticalbuff percentage="100" name="Demon Rend"/> <counterbuff percentage="70" name="Infernal Circle"/> <blockbuff percentage="70" name="Regen Life Effect 2"/> <dodgebuff percentage="70" name="Fire Off a Demon's Back" /> <damagebuff crushing="3" conflagratory="3"/> <resistbuff righteous="-3" hyperborean="-3" conflagratory="3" necromantic="3" transmutative="3"/> </buff> <description text="You are the demons." /> <anim sprite="sprites/sfx/mystic_missile/mystic_missile" frames="4" framerate="90" centerEffect="0" sfx="magic" /> <!-- trigger some bad stuff --> <!-- TODO --> </spell>[/code]
Alternative idea we discussed in IRC: Spoiler: Code Code: <polymorph name="Big Red"/> <!-- put big numbers in here--> </buff>
The Naarwhaand crash is caused by problems in the spellDB.xml. Specifically, the loader early-aborts because it hit bad XML, and then the spell the wand uses never gets loaded. (As well as a bunch of other stuff) It looks like the culprit for whatever reason is the "Diggle Plaguer" spell, which has an un-closed <effect> tag.
I closed it just now and everything seems to be working. Curse my lack of consistent validating! Thank you Nicholas!!
New update: AoE wand issue fixed; You Are The Demons given a pile of sweet procs to make it worth being a Demon even though you lose all your other skills. Demons now AoE on transform, single-target nuke on hit, gain Killing Blow when hit, gain HP when they block, do extra damage (scaling to Crit) when they Crit (yes, this pairs quite nicely with the Killing Blow thing), and decurse themselves when they dodge. Fun times.
The art for Infernal Circle won't load and crashes the game because of it. When not crashing though, it's really powerful.
When are you gonna fix Solar Inscription? It's overpowered as all heck, you can literally solo evil heroes with 3 of the things. If you want help balancing it: 1. Remove the paralyze. (33% rn.) 2. Make it not be able to be placed under targets 3. Make it do scaling fire damage instead of putting the target "On Fire!" 4. Make it not last for 21 turns and give it paralyze 100% and a lot of DoT damage. All of those, after playing with the spell quite a lot, seem fairly good and balancing nerfs, but please for Digula's sake, don't make it useless again. Edit: Actually, after some theory crafting, you could just make it last for less turns, like 10-15? Or maybe make it paralyze 100%, last only 5 turns and cost way more mana than it does right now? That would make it a good stable and nice damage nuke.
He's working on it. You probably haven't noticed, considering the below list (to which I replied), but the solution had already been chosen. It's just that he was busy trying to make another (sort of useless, which is worse than what we have here) skill useful, and earlier busy with trying to stop wands from crashing the game. Paralysis is an integral part of it, theme-wise. Therefore, no. Which is not possible to do without making it counter-intuitive for players. Meaning that no, it won't happen. In a way makes sense, but no, it won't be done. Wasn't the main problem with it the fact that it dealt a lot of damage, though? And 100% paralysis seems like prime material for being overpowered, especially with "a lot of DoT damage", unless it's supposed to be non-permanent which, once again, goes against the theme.
Not at all, the problem was that it dealt A LOT of damage for VERY low mana cost, paralyzes, hits multiple times, and can be placed anywhere. This is basically a WAAAAY stronger Gog's Wall of Pyre or w/e it's called, for only one point invested into the tree. The fire rune can't be placed under stuff, so why would applying the same to the Solar Inscription make unintuitive ? (unless you can also place the fire rune under the monsters in this mod, I haven't played around with Promethean since I installed it) But it doesn't really matter, if he has already acknowledged it and already has a decisive fix for it, you could have just said that, as my suggestions don't really matter.
Well, you might've had decided that you still want to see someone reply to your ideas, that's for one. Other than that, I'm sort of tired right now (and I wasn't much less tired when I was writing the previous post), so coherence of thoughts is sort of optional instead of just being there. But yeah, I probably should've just said that. Anyway, the solution is that it will give up temporary resistances to whatever it hits and to everything around it, meaning that it will work the same but if placed in choke points it will quickly lose power. Now, the "placed everywhere" bit - right now this spell uses the same placement rules as Gog's Tactical Pyre, so there you go.
While playing in Floor 8 I got the message "Could not find trap Fiery Surprise 1" don't know if this is a bug created by the game itself or if it's the mod, but I'm gonna go with the mod, since it seems to be a vanilla thing. Also, it did not crash my game. Edit: Happened again in floor 10 after an enemy (Robo) casted it on me. Edit2: A lot of spells are actually doing this to me, it says "Stepped on a trap that does not have the correct spell, the game will probably crash now" the game doesn't crash, but I also don't suffer from traps.