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[8294.44] Log: Context: XComGameStateContext_ChangeContainer Transient.XComEngine_0:XComGameStateHistory_0.XComGameState_27082.XComGameStateContext_ChangeContainer_33899
[8294.44] Log: ScriptCallstack: Script call stack:
(X2TacticalGameRuleset_CoordInt_1) X2GameRuleset::SubmitGameStateInternal
(X2TacticalGameRuleset_CoordInt_1) X2GameRuleset::SubmitGameStates
(X2TacticalGameRuleset_CoordInt_1) X2GameRuleset::SubmitGameState
(Default__X2Effect_DamageReactionControl) X2Effect_DamageReactionControl::GrantAIActionPoint
(Default__X2Effect_DamageReactionControl) X2Effect_DamageReactionControl::DoAIReaction
(Default__X2Effect_DamageReactionControl) X2Effect_DamageReactionControl::OnUnitTakeEffectDamage
This mod is pretty groundbreaking, by the way. First time I've really felt like Xcom started to "work".
DR_EmergencyFallback_TryStandardMove_Root should be "DR_EmergencyFallback_TryMove_Root" - otherwise it's an invalid child in branch.
This is one figure you may want to take care of directly rather than our group handling it.
@fifteenspades You're welcome!
Suggestion: Special perks that give additional reaction options, or improved reactions (bonuses, etc.)
@grammarsalad there actually is a way to do that! Go check out UseWhiteListInstead in XComDamageReactions_BlacklistsAndIncompatibilities