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HP is also on the radar, though I may end up splitting that off into its own mod when it happens. The idea I'm leaning towards the most feels a bit out of scope here, though nothing's set in stone yet. (something along the lines of a strategy component doing things when soldiers recover from a grave wound)
As for the config change: No plans, sorry. I don't think it's worth the complexity cost right now. (split between a few projects so work has been pretty minimal as-is, though I do want to get a minor update pushed out soon)
So two questions. First in the original mod low prio work was on Dodge and HP, but never finished is this in the work for this mod in the future to?
And second you have in the XComSoldierDevBase the option to disable classes from reciving boosts. While this is nice a prefared option would for me personal to have diffrent grow factors and limits for diffrent classes. Is ther a way to archive this? Like doubling the reward lines in the XComSoldierDevSkillEvents config but then use the +ExcludeClassesFromX line so it do not trigger for this class and only the other one apply?
AP/ComInt balance: Yup, that should work.
ComInt rewards: These are for the entire squad. Doing it per-soldier would be cool, but would probably get very chaotic in the UI unless I got creative with text boxes or the like. I don't want to stray from the original mod too much (since this mod is intended as a drop-in replacement), but that could be a fun feature for a future project.
; ###### Combat Intelligence ######
; Chance to upgrade each valid unit's combat intelligence by one level.
FlawlessComIntChance = 5 ; IF I WANT A 5% CHANCE TO GET THIS REWARD*********!!!!
ExcellentComIntChance = 0
; ###### Ability Points ######
; Chance to give bonus XCOM ability points.
FlawlessAPChance = 0
ExcellentAPChance = 0