It's nice mod

but, I find a little bug about Water Launcher's Intense upgrade.
If using Water Launcher to vek spawning space(I meaning Intense place). then vek spawning tile become to water tile.
In code(weapons.lua : 497 line)
if not Board:IsPawnSpace(p2) then
local damagepush = SpaceDamage(p2 + DIR_VECTORS[(dir+1)%4], 0, (dir+1)%4)
if self.Intense == true then
damagepush.iDamage = 2
if Board:IsBuilding(p2 + DIR_VECTORS[(dir+1)%4]) then
damagepush.iDamage = DAMAGE_ZERO
end
if not Board:IsBuilding(p2 + DIR_VECTORS[(dir+1)%4]) and not Board:IsBuilding(p2 + DIR_VECTORS[(dir+1)%4]) then -- 497 line
damagepush.iTerrain = TERRAIN_WATER
end
damagepush.sAnimation = "Splash"
ret:AddBounce(p2 + DIR_VECTORS[(dir+1)%4], 3)
end
if not Board:IsBuilding(p2 + DIR_VECTORS[(dir+1)%4]) and not Board:IsBuilding(p2 + DIR_VECTORS[(dir+1)%4]) then -- 497 line
=> if not Board:IsBuilding(p2 + DIR_VECTORS[(dir+1)%4]) and not Board:IsSpawning(p2 + DIR_VECTORS[(dir+1)%4]) then -- 497 line.
if not Board:IsBuilding(p2 + DIR_VECTORS[(dir-1)%4]) and not Board:IsBuilding(p2 + DIR_VECTORS[(dir-1)%4]) then -- 511 line
=>if not Board:IsBuilding(p2 + DIR_VECTORS[(dir-1)%4]) and not Board:IsSpawning(p2 + DIR_VECTORS[(dir-1)%4]) then -511 line
maybe change like that, then will fixed.
also need change 511 line, too.