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I am not quite sure if this is still up to date. I finished my Campaign modless with almost 600 captures and 130 kills, the kills mostly being androids which can't be captured.
I had no problem with getting EXP. 7/8 of my Squad members reached max level with the 8th coming one level short.
Didn't feel as if I wouldn't get xp from captures.
It may be intended. Considering tranq rounds exist, it may just be another reason to decide between knocking someone unconscious and killing them.
the capture - going into melee, doing small small amounts of damage. That's enough choice/cost that the XP thing is a ridiculous oversight.
Just a tip: A quick-and-dirty way to check compatibility between mods is by using the "Alternative Mod Launcher"; it will try to identify instances where mods conflict because they override the same thing. That does not mean mods won't conflict and/or interact in strange ways, though. But in general, a good way to quickly identify potential issues (mods that *are* detected to be conflicting *will* cause issues with the game).
That said, a quick look at the code suggests both of those mods would work with mine. I'm kinda surprised the "Base Agents Gain xp" would, but it should be okay.
Base Agents Gain XP Standalone
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2076612852
Enemy Capture Counter
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2075871180&searchtext=
@LordLancelot: Yeah, I'm still learning how to do basic Workshop stuff like update the changelog in a robust way. Or descriptions/pics. Briefly, it just treats captures as kills for the sake of XP. The game already rewards kills with 0.25 XP to the Agent.
Thanks.