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Im sure theres a fix in Configs for that but I not that great at working with Config files.
http://steamcommunity.com/sharedfiles/filedetails/?id=1124609091
@Compo The Smoggie Vindicare Assassin isn't really planned since their fluff weapons are a paired set of specially crafted Excitus Rifle and Pistol, which makes them extremely similar to the existing sharpshooter class. But, I may do something for them eventually, if I ever actually have time to sit down and mod.
Primary Weapon - Sniper Rifle
Secondary Weapon - Sword
Expect updates around the middle of the month!
And yeah, I noticed the GuardPistol was a skill actually used after I made that perk :P
[GuardUnload X2AbilityTemplate]
LocFriendlyName="Unload"
LocLongTextDescription="Adds banish and annihilate."
LocHelpText="Adds banish and annihilate."
LocFlyoverText="Unload"
Onto the end of the XComGame.int
There's also fervor (GuardFervor) that permanently gives an additional action point in exchange for 4 mobility (int wasn't updated) and GuardUnload, which grants banish and annihilate.
All of these should work fine if you want to play with them, but fervor and unload are a bit on the strong side.
Most class mods do of course have some extra abilities one can find in the .int, but sometimes they don't work. Do these hidden skills still work if I were to put them in the classes abilities?
http://steamcommunity.com/sharedfiles/filedetails/?id=1119526947
Glad you like it marshmallow justice!
Because I'd rather have this than the ridiculously good Militia soldiers.