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1) AI have unnaturally accurate situational awareness; i.e. we could be firing suppressed, subsonic ammo several hundred feet away from them, and they suddenly then know exactly where we are and can place accurate shots.
2) AI throw frag grenades often and very accurately.
Is this an effect of your mod, or can we configure it to not be this way? Or are we not using the mod properly? The mission maker didn't do any sort of configuration
Breaking Even, from the East Wind campaign, has a soft incompatibility at the start because you'll fail the first objective (attack without warning) as you cannot take out the guards without alerting all nearby AI enemies
Contact's first mission, False Positive, has hard incompatibilities, as the AI will get stuck early on due to detecting 'enemies', you cannot progress past the terminals stage.
I'd still thoroughly recommend this mod for general play, but not for things like vanilla campaigns where the story is designed to progress 'on rails', so to speak.
I would like to black list the grenades from some units in the game.