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Though I must say, I would definately agree with units in stealth firing from a smoked position not losing their stealth. Hmm. *Makes note for my own mods*
Otherwise I like this mod, gj!
Pastebin of my latest crash log: http://pastebin.com/rSCUG2nD
(Wherever you installed steam)
Steam\SteamApps\workshop\content\268500\643166322\Config\XComGameData_WeaponData.ini
-ALIENGRENADE_RADIUS=3
+ALIENGRENADE_RADIUS=4
-ACIDBOMB_RADIUS=3
+ACIDBOMB_RADIUS=4
In regards to using Acid Grenades as a single target shred, I actually hardly use Acid grenades specifically for shredding purposes since both Grenadiers on my squad always run with Shredder, scopes, and extended mags.
Honestly I think the most overpowerd issue with Grenadiers is Volatile Mix increasing the dot damage of experimental grenades. The fact that none of the experimental grenades destroy cover is the only reason I still find use for plasma grenades.
Let me know if you think I'm off base here, since I spend more time tinkering and restarting campaigns then I do finishing them.
The problem is the buff to Plasma and Acid, seeing as explosives are the go-to AoE/Cover removal/Shredding/Guaranteed single-target damage-tool already. They are the answer for every problem, which is a shame, because it puts the rest of the interesting solutions in the shadow. Acid grenades fill the role of midgame guaranteed single target armor removal fairly well, so the buff there isn't really necessary. I'd argue you should nerf rather than buff plasma to address the fact that they're the best at almost everything and thus discourage using the varied grenade types.
Another solution is using this mod in tandem with Grenade Falloff - arguably the only way to nerf explosives out of being the answer to every dilemma in general.
I'd definitely use this without the changes to acid and plasma grenades.
So now Flashbang Grenades/Bombs have to be aimed more carefully and only get a radius increase at the Advanced Level.
Smoke Grenades/Bombs, however, get both a radius and defense boost at the Advanced Level.
The EMP Grenade change was just due to the fact that the original values were basically insignificant. 5 and 10 Hack Defense Penalty doesn't lead to strategic decision making unlike increasing those values to a more respectable amount.
However when moving to Advanced Explosives, Gas Bombs and Incendiary Bombs both get additional damage, a radius increase, and an increase in their additonal bonuses (Extra Damage - Incendiary, Extra Radius - Gas), while acid bombs only get a damage and shred increase.
I bumped up Plasma Grenades to match the general radius increase of the Advanced Explosives. This buff is slighty counterbalanced by the fact that Mutons will now gain the benefit as well.