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https://steamcommunity.com/sharedfiles/filedetails/?id=3507107993&searchtext=
I'm not sure if you changed the default behavior, but if that's unintended I figure you might want to go in and make them disabled by default again.
https://steamcommunity.com/sharedfiles/filedetails/?id=3394453485
Following the directions it was easy enough to add additional enemies to the various lists. Much easier than patching multiple ini files!
I don't know it it exists but would be very interesting if a log file could be created to see the changes and logic being applied. This will make further refinements easier based on data.
So when I saw Exalted in the ini I just assumed that the Exalted that has FL 19~21 should be the highest tier, Exalted Archbishop. That where my confusion come in. Sorry about that lol.
In the list, it lists him as leader at FL 21 while lists as follower at FL 19.
Isn't he supposed to be boss type enemy that should only be leader?
Anyway, haven't played a whole lot since installing this, but it seems to be ok in my first few missions and I appreciate that it exists, since balancing the encounter rates for my ~50 enemy mods was not something I think is in my skillset, even if it was a little frustrating to have to deal with up until now
Thanks again for the mod RI, awesome job
Yikes looks like the Requiem Legion never stops. It has had another update with a couple of new enemies and a change up in the encounters for the existing Legate enemy.
I'd also like to ask whether this is compatible with Renegade Rulers? I'm guessing not? Would I have to remove the ruler related dedicated theme pods in XComELR_followers.ini and the ViperKing, BerserkerQueen and ArchonKing from their related groups in XComELR_groups.ini?
Could you also add support for Deadput's new Advent Hunter Revamp?
@SPIDERLORD The new Requiem enemies are all now supported (much thanks to EvilBob for handing off his own local version from during my hiatus)
@Phoenix I'll update the description to be clearer. That's part of a section of mods that have compatibility issues that users might believe are due to my mod. My mod doesn't adjust the lost at all, but someone using it might for the first time observe the problems described in that section, which is a result of how the mod "WotC Without The Lost" implements its own changes.
from the description
"DABFL: is in no way a problem and will only ensure this mod does what it's supposed to do."
Hope that helps.