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Also, does the aim penalty from regular Suppression ability stack, with itself or this mod's reaction shots? With all the patches and DLCs in the game's lifetime, it's hard to find info on how suppression exactly works right now in WotC...
(I have more stuff I want to learn, like a complete list of abilities blocked by Suppression, so if anyone has a good source for that, you'll have my gratitude.)
Thanks.
+CharacterImmunities=ChosenAssassin
+CharacterImmunities=ChosenAssassinM1
+CharacterImmunities=ChosenAssassinM2
+CharacterImmunities=ChosenAssassinM3
+CharacterImmunities=ChosenAssassinM4
+CharacterImmunities=ChosenSniper
+CharacterImmunities=ChosenSniperM1
+CharacterImmunities=ChosenSniperM2
+CharacterImmunities=ChosenSniperM3
+CharacterImmunities=ChosenSniperM4
+CharacterImmunities=ChosenWarlock
+CharacterImmunities=ChosenWarlockM1
+CharacterImmunities=ChosenWarlockM2
+CharacterImmunities=ChosenWarlockM3
+CharacterImmunities=ChosenWarlockM4
Hope this helps :D
+CharacterImmunities=Hunter
+CharacterImmunities=Warlock
+CharacterImmunities=Assassin
in the XComReactionSuppression.ini file will that make them immune to the debuff?
Considering "suppression" apparantly costs two shots, having 3 or 4 guys shooting at someone should probably make them keep their heads down at least a bit.
If I'm not mistaken, the debuff lasts until next player turn end, is next player turn begin not preferable?
That way, if the effect triggers during the player's turn, it'll last until the next player turn, and if triggers during the alien turn, it doesn't keep showing as a debuff during the player's turn.
So I presume this mod has RM's amazing touch and expands on that which I think also adds another mods touch of limiting range /use of some abilities (like grenades), while suppressed :)