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the abilities themselves are in the perk pack, you do not need the class to make in function.
using the class mod with rpgo would result in half your doods being the nightblade class, which really isn't desirable.
@Huntakinte
You need to be concealed to use them.
Note, trying to trim down as many conflicts as possible, as I am playing a heavily modded run and this is the last conflict I have to deal with before things are golden.
Attempting to add the Nightblade specialization (along with the perk pack for it) to my heavily modded game seems to cause my soldiers wielding primary swords to no longer be able to equip their weapons. Instead, the options are limited to anything not technically classified as a sword, i.e. a knife.
The same happens when attempting to add the Pharmicist Class, but to soldiers wielding Gremlins, replacing their only option with a Gauntlet (I think it's called). Does anyone have any idea why these Classes might be affecting the loadouts, and how I could fix it?
the default should be 50% of current hp. (the damage bonus is based on how much it costs)
might've misplaced the % in the localisation when I patched it to be a bit more efficient setting up.