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Shadow skill is lore accurate
-Extremely low detection radius
+HomingMineRadius=2.5f to +HomingMineRadius=3f
since your changes above dont show that you wanted to have a 2x2 radius instead of the 3x3 radius. now both shown radius in preview and acttual explosion match. hopefully it remains funtional after upgrades
Uh, AML load order actually does not do anything, and its devs are hiding it by default and considering its removal. I'm not familiar with I'm the commander here, so I don't know what's the solution to the conflict, but that's definitely not it.
https://github.com/X2CommunityCore/xcom2-launcher
there are 5 different configs for the templar gauntlets because there are 5 different config values for these, look at the tags. One is for rend, one is for volt, one is for volt against psi units, one is for ionic storm, and the last one is for ionic storm against psionic units.
They also differ from what it's said in description.
i.e. XComHeroClassSkills.ini reads:
WHIPLASH_COOLDOWN = 6 (in the description says 4)
BATTLELORD_COOLDOWN = 6 (in the description says 5)
Probably more errors present, didn't check'em all.
No news on the Claymore problem? Honestly, rendering reapers unplayable :'(
Also both me and a friend have had issues with the Claymore's range. When thrown it still shows the normal range, but when I select it to blow it up, it displays a 2x2 radius. This has caused many of my Claymores to miss, because I only just noticed the range decrease. Any advice would be appreciated!
Meanwhile though, do you know if there's a quick edit/deletion on your mod's files to remove just your changes to shadow and restore it to the fixed 1-tile radius while keeping the rest of the rebalance?
Disabling just your mod is enough to fix it and bring her detection radius back to 1 tile.
I'm not using any other mod that I think could cause a conflict (all gear she's equipped with are vanilla items), so I'm not sure what's up with this. Other classes have their normal detection radii, so it's not a global thing. Any insight?
P.S: I'm providing my mod order at https://pastebin.com/xPcDb5E4 if you want to take a not-so-fast glimpse and see if anything suspicious jumps to you, but it's long even with only two or three cosmetics options and no voicepacks in it.
I'm currently playing a Legend campaign with lots of mods to change things up (Squad size 8, pods x1.8, yellow alert, cover damage reduction, alternate bleedout mechanics, reload ends turn, etc.) + Beta Strike. The goal is mainly to make longer engagements.
I have used the three hero classes with your mod, and I really have problems to make the Reaper work because of the changes you made to his range. If he had Squadsight, it wouldn't be so much of a problem, but right now it's quite a pain to hit things consistently with him. So I think that Squadsight should be lower on the skill tree. Maybe at Sergeant?