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https://drive.google.com/file/d/1zqVulEhVmSh83KATpnVzDfSpyvqbpSVk/view?usp=sharing
See, I don't use the weapon attachments or PCS's in my campain (got gene mods instead) and so I treat them as typical RPG "sell trash" for the black market only.
So, if I install this and make it so that the breakthroughs don't show up (by requireing all the endgame techs), this prevents the resistance cards that are useless to me from spawning.
So thank you for this little gem, I'll make sure to put it to good use :)
Also, more importantly, why the freak is this mod's comment section not on the same page as its description? LOL
I figured the 'older' mod would be redundant. Much prefer your breakthrough route too instead of a solid research, gives them a bit of randomness as to when they will pop up.
I look forward to seeing your breakthrough bugfix mod :)
- AMW is added as a breakthrough instead of a regular guaranteed research
- I add two other breakthroughs
Both mods are not technically incompatible but having two AMW would be redundant..
I actually plan on releasing my personal breakthrough mod in the next few weeks that includes most changes to breakthroughs in the workshop, including this mod, but with a few tweaks, bugfixes, additional configs, etc.
- Added custom research images, thanks to neIVIesis
- You can now change the requirements for the breakthroughs through configs