I ran a little experiment to explore the bug where the game repeatedly asks about level 5 or level 10 professions either after leveling up or selecting a new profession in the sewer.
I created a new game, and then immediately went to sleep on day 1.
I then edited the data file and added:
Code:
<newLevels>
<Point>
<X> 1 </X> <Y> 1 </Y>
<X> 1 </X> <Y> 2 </Y>
<X> 1 </X> <Y> 3 </Y>
<X> 1 </X> <Y> 4 </Y>
<X> 1 </X> <Y> 5 </Y>
<X> 1 </X> <Y> 6 </Y>
</Point>
</newLevels>
This was inserted after </professions> and before <experiencePoints>
When I loaded that files and slept, I got the level up prompts for the first 6 levels of the fishing skill. It added the recipe for level 3, and prompted me to select the level 5 profession.
Examining the file after sleeping again showed that the newLevels data for level 5 was still present and that the newLevel data for levels 1-4 and 6 were properly removed.
So, the newLevel information which should be removed from the list when run at end of day processing is simply not removed for levels 5 and 10.
Also, since the code simply appends the newly selected profession to the <professions> entity, duplicate profession data will keep growing each time each night that a level 5 or level 10 newLevel entry is run.
It appears the the only interim fix for users is to remove the newLevels entry for a level 5 or 10 skill after it has run at least once, and then edit the <professions> data to remove duplicates.
For those whose health bar has been mucked up by repeatedly selecting a combat profession, see what happens if you change the values for <health> and <maxHealth> after fixing the profession and newLevel data.