Version: 0.0.1 A small mod to help the poor Alchemists that have been feeling left out from the latest expansions. http://dl.dropbox.com/u/3923260/Extra Potions.zip Features mostly potions to be crafted at levels 4 and beyond: Level 3+ Colloidal Silver Level 4+ Potion of Major Healing Potion of Mojo Potion of Stink Amaranthine Poison Hotfoot Potion (hidden) Potion of the Glacier (hidden) Potion of Eternal Purity (hidden) Level 5+ Potion of Nonexistence Three-Step Healing Potion Aethereal Potion (hidden) Existential Potion (hidden) Squamous Potion (hidden) Level 6+ Lifebomb Potion Potion of New Life Pill of Power Pill of ?
Version 0.0.1 has two extra potions: (5) Three-Step Healing Potion - A delayed healing potion for long battles, it'll heal you 5 turns, 15 turns and 30 turns later. (6) Lifebomb Potion - Drinking this potion deals roughly 60% worth of your maximum HP of blasting/necromantic damage to everything within a two tile radius... including yourself.
Fixed an issue with Potion of Stink, made Potion of the Glacier actually worthwhile to use, and added a new improved Purity potion.
OK this is the version of the mod where things start getting out of hand. You can now craft a Pill of Power from uncraftable high-end items (anything with cost 10000+) Pills of Power grant 256 XP, and can be crafted into pills that give a permanent +1 boost to one stat. I wanted to add an ability that turned artifacts into Pills of Power but that did not work out.
I wanted to add an ability that turns artifacts to pills, but it refuses to actually consume the artifact when used.
Some of your pills point to the wrong stats. I can't tell you which ones because I don't have DoD on this comp.
I've only just begun playing with this mod and found that the savvy pill gives stubbornness. The nimble pill works correctly. Also you should increase the item level of the pills. Right now they can be found fairly commonly on the first floor of the dungeon. Edit: I seem to be finding other strangely out of depth items, so this may be one of my other mods messing with the usual formula
I enjoyed this mod, especially the higher power health/mana and Pills of X attribute. I was able to boost two of my core stats over 100 with the attribute pills. The game is crashing a lot, as well. Has anyone else gone over 100 in the core stats? Curious if it affects stability at all.
I edited them in memory using Artmoney a few times. They use 4 byte integers, so you could actually make them insanely large. And no, the game did not have any stability issues when I did that.
Thanks for the info. I guess I'm down to glaring at Fax's VoM mod as the explanation for my sudden stability issues. This is good, because I really like the way EP makes the late-tier artifacts littered about the later levels useful for something other than Brax/Fisking.
I like to alternate between blaming Fax and Bergstrom. They both deserve the trouble for having the audacity to make so many delightful mods. (Remember that Vaults of Maslech is still a beta. It has not been polished enough to really blame Fax if something goes wrong... Yet.) Odd. I have trouble blaming Essence. I suppose it *IS* his turn though.
Several of the pills boosting primary attributes seem to have the wrong numbers in the files, causing them to boost the wrong stat. Here's the three I've discovered so far: Pill of Stubbornness boosts Savvy. Pill of Savvy boosts Stubbornness. Pill of Mana Regen boosts Savvy.