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				April 21st, 2010, 09:34 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Maggots 
 Hrm...well, the latest patch did indicate that there was a change to the *description* of Maggots...perhaps an unintended change crept in alongside? |  
	
		
	
	
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				April 21st, 2010, 09:53 PM
			
			
			
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				 Re: Maggots 
 True, there were a bunch of visual and other changes to spells in that patch. 
 That's it. I just tried it with the previous patch, which I still had lying around.
 Did with the Debug mod to avoid research time. Maggots worked as I remembered it.
 Opened it with the new version and the battle replay showed the weirdness.
 Definite 3.24 bug.
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				April 21st, 2010, 10:16 PM
			
			
			
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 First Lieutenant |  | 
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				 Re: Maggots 
 Heyyy.  I guess this means Maggots is actually a new spell (for now), and I can use it as such on my next turns!
 Thanks for checking.
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				April 22nd, 2010, 04:21 AM
			
			
			
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 Colonel |  | 
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				 Re: Maggots 
 
	Quote: 
	
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					Originally Posted by Bananadine  Heyyy.  I guess this means Maggots is actually a new spell (for now), and I can use it as such on my next turns!
 Thanks for checking.
 |  This is a pretty odd bug and could really be a nasty suprise to someone who *really* needs to counter that Prince of Death or something.
 
The following mod code fixes the spell to work like it used to and I have tested it. (I'll be sure to add it to CPCS):
 
	Code: #selectspell "Maggots"
#effect 7
#spec 67125376 -- AN,  Always hits, only hits UD
#damage 50
#end
				__________________ 
				I have now officially moved to the  Dom3mods  forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
 
If you need to ask something about modding, you can contact me here .
See this thread for the latest info concerning my mods. |  
	
		
	
	
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				April 22nd, 2010, 08:07 AM
			
			
			
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				 Re: Maggots 
 Nice. I was wondering if a fix could be modded in, but I don't know enough about spell effect modding. 
 I'd like to see this added to the current version of CBM, since that's the most used mod.
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				April 22nd, 2010, 08:44 AM
			
			
			
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				 Re: Maggots 
 
	Quote: 
	
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					Originally Posted by Burnsaber  The following mod code fixes the spell to work like it used to and I have tested it. (I'll be sure to add it to CPCS): 
	Code: #selectspell "Maggots"
#effect 7
#spec 67125376 -- AN,  Always hits, only hits UD
#damage 50
#end |  
	Quote: 
	
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					Originally Posted by thejeff  Nice. I was wondering if a fix could be modded in, but I don't know enough about spell effect modding. 
 I'd like to see this added to the current version of CBM, since that's the most used mod.
 |  Hrm...wouldn't it be better to make it a standalone "maggot fix" mod, rather than rolling it into either of the aforementioned omnibus mods?  The reasoning being that if the effect does get officially fixed by Illwinter, then the change would be at best redundant.  
 
Also, no offense Burnsaber, but the CPCS would be a lot to add if all you were looking for was a maggot spell fix. |  
	
		
	
	
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				April 22nd, 2010, 09:18 AM
			
			
			
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				 Re: Maggots 
 I was hoping a CBM change could be added to the existing version, so that the fix could be applied to ongoing games. 
 You can't add a new mod to an existing game, but changes to mods that are already in use will work.
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				April 22nd, 2010, 10:00 AM
			
			
			
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 Colonel |  | 
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				 Re: Maggots 
 Well, the best part would be to add it to CBM, but I think that CBM 1.7 is likely at least 6 months away.
 I'll make it a stand-alone quickfix mod sometime this evening to the modding subforum.
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				April 22nd, 2010, 10:37 AM
			
			
			
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				 Re: Maggots 
 It would be better to have a new stand alone mod than to include it in CBM 1.7. 
 I was suggesting a quick fix to CBM 1.6 to provide a fix for existing games.
 I'll suggest it in the CBM thread.
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				April 22nd, 2010, 02:13 PM
			
			
			
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 Colonel |  | 
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				 Re: Maggots 
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