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I need to check how AP costs work, but I /think/ they're determined by the class itself? Unsure.
I rank the amalgamation check and it didn't find any unfiltered class name slices. That reminds me, your console command mod is really handy, findability has saved me a tonne of time crawling through inis.
Thanks for your work!
(also, thanks to you both for the extensive reports, that helps a lot! could I ask you two to run "QSCheckAmalgamationFilters" in the console as well? would be good to see if there's any other class filters I need to add for Amalgamation setups)
The SuperSoldiers thing is really weird, would you happen to have a log (Launch.log) for me? There should be some output if we fail to inject. Please find-and-replace your Windows username if you don't want to share that. You can send a link here (if Steam lets you), or add me on Discord. (XpanD)
Does I'm The Commander Here only work for classes without the XCOM tree if my mod is active? Not familiar with it, but that sounds like something may be broken if so.
If possible, It would also be very cool for custom balance to be able to configure which tier the ability can appear in (setting powerful abilities to higher ranks to balance their cost). I think that could also potentially be used for workshop balance patches to smooth out balance concerns.
If you have any compatibility questions, let me know. I'll probably stick through this campaign so I'm sure I'll see a few quirks here and there.
Will keep playing the thrugh the campaing and let you know if somethign else comes up!
Regardless if you plan to add compatibility for other mods, great mod and thanks for it!