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Also created a thread 'Main differences from Minimalistic Modjam and Kiruka's/Tedster modjam' trying to summarize an answer for this question, since I noticed it will take sometime before I fill all the details in the 'Modjam Notes' threads.
yes, very weird if it does not work. Do you remember what class/weapon had the bad behavior, and what it is? I may no be able to fix it, but it is nice to know about bugs anyway.
yes, classes that are not trainable are like that (for example, templar, reaper, bountyhunter...). There is a mod that shows everything at the top, but it breaks the UI, that is why it is not used in this modjam
>tho I suppose you can kind of say they did with the warden/stormrider and raider.
yes, this was part of the idea with adding these classes ^^
- rank up a rookie, and if you are lucky they will show up in the options
- buy them in the blackmarket if/when they show up
- get them as rewards in missions if/when they show up
personally I would love to find a way to also allow them to be obtainable via covert ops missions, as occurs with the bountyhunter, but currently I really don't have time to code a mod that does this
But, if you want to change the defaults, go here:
- 'Class - Stormrider/XComClassData.ini' and 'Class - Warden/XComClassData.ini' and follow the isntruction in this line '+NumInForcedDeck=0 ; change to 1 if you want to be able to train this class in GTS'
- 'Gameplay - Psionics Overhaul V3/XComLatentPsionics.ini' and change the line 'PSI_CHANCE=10;/100'
@Xeal thank you for answering about the shields
I think it's safe to add it back in the pool in your next update, maybe even add it to gunner class to make their knifes more formidable? :D
Keep up the good works!
I took a look at config file and the ability seems missing a weapon slot assignment.
I added a line
ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
to it and will test if it fix when I get to play.