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CCreatureHandler: load old stack exp as global effects
It is more robust and more logical.
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@ -1170,10 +1170,6 @@ void CModHandler::load()
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allMods[modName].validation = CModInfo::FAILED;
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logMod->info("\tLoading mod data: %d ms", timer.getDiff());
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VLC->creh->loadCrExpBon();
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VLC->creh->buildBonusTreeForTiers(); //do that after all new creatures are loaded
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identifiers.finalize();
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logMod->info("\tResolving identifiers: %d ms", timer.getDiff());
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