Re: New Patch & Mods - Possible bugs.
Not that I know of, but magic site modding processing is a bit of a question mark with regard to how commands are processed.
If you modify sites by assigning them new attributes in addition to old or changing existing attributes, all attributes of the site are reset.
Site attributes are the effects the site can have (gem income, recruitable monsters, curse, disease, horrormarks, lab etc). Modifying a site's attributes has no effect on its inherent properties (rarity, locmask, path, level, etc.), but modifying inherent properties may nullify attributes.
For this reason all site modding should be done with the assumption that a modded site's active attributes must be defined in full in the mod file for things to work.
For example, if you modify Pyramid of Life (+2 S, +2 D) to give +3 S, you also need to add the command to give +2 D or you will only get +3 S.
I suspect the reason for this is that there is no #clearsite command, so any command will clear all attributes because there can only be five attributes per site. Without resetting them, the game won't have any idea whether there are already five and when the limit is reached.
|