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By default, steal teleports the unit to the target location and attempts to steal buffs from every unit one hex around it.
Toxic theft adds an inflict deadly poison passive to these abilities, so it makes steal also poison the affected units. (They will take blight damage each turn)
So, while this is a potential upgrade to the steal ability, the poison modifier will also apply to certain other abilities. And they will show this in their targeting tooltips if they are targeted abilities. This may include some abilities you want to use on friendly units, making the thief less useful for those abilities in particular. (Although a lot there depends on what items you find/craft)
I have uploaded a hotfix on TDI abilities to rectify this.
Have fun!
This was a conscious design decision to keep the mod's compatibility with other mods as high as possible.
Does this put vanilla skills/buffs behind the subclasses you've added and prevent from unlocking all 3?
Toxic Theft and other skills the Thief class has do exhibit some strange behaviour due to some of the limitations in the modding tools but they shouldn't apply to all skills.
I'll take a look at it.
Also, the Toxic Theft for rogue is kinda broken in my game, it applies to all actions, which means if if i try to buff or heal an allied unit, it gets poisoned, or if i try to cast a spell (like heal, bless or stone skin, etc..) the unit also get poisoned.
I may even sneak in some writing, but I can't promise I will.
Happy holidays everyone. :)
Still, I can't play AoW3 anymore without this mod, it adds so much diversity.
Aetheric Assimilation is possibly the most complicated ability in the mod, and it seems that if any of the 20 associated abilities break, so does Aetheric Assimilation. The problem was with Expose Weakness not having a proper dummy property set anymore. (I probably clicked it away with the icon update)
Long story short: Updated TDI Abilities. Expose Weakness now functions again, and so does Aetheric Assimilation. This update does not require a new savegame.
I haven't been modding or playing the past few months because I'm readying my novel for publication. I hope to be back for AOW: Planetfall, though.
Love the mod. This is my only hero mod I use now.
Making MM available to Core Dread is an option, giving Siege Engineer Shotgun Squad to replace MM isn't a bad idea, but it does raise the power ceiling.
Guardian + Shotgun Squad is unlikely to happen. It's a powerful class designed without additional squad traits, giving it SS might tip the scales too much in its favour.
BTW a suggestion; for Dreadnought Heroes, I suggest making Shotgun Squad and Mobile Machinery available to ALL Dreadnought Heroes.
Looking forward to the big Icon update.
What error did you get? How can I reproduce it?