XCOM 2
Partisan War -OUTDATED-
 This topic has been pinned, so it's probably important
JayBee 🔰  [developer] Mar 25, 2016 @ 9:14am
Constructive Feedback Here... :)
Any thoughts? Let us know! :)
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Showing 1-15 of 21 comments
JayBee 🔰  [developer] Mar 26, 2016 @ 8:47pm 
-reserved
JayBee 🔰  [developer] Mar 26, 2016 @ 8:47pm 
-reserved
KunJo Mar 31, 2016 @ 2:15pm 
Hey,

I will start a new campain in commander Bronzeman probably this weekend so I made a selection of Mods that I want to try in addition to your. I feel like I've already flooded the comments so can I post it here ? :)

I guess either the voice packs and customisation Mods should work so I would post only the mods that Balancing, Modifying or Fixing the game and that I'm not sure they'd work or if their fuctions are already implemented into your Mod.
JayBee 🔰  [developer] Mar 31, 2016 @ 3:37pm 
You can definitely post here. :)

Provide that list and I'll have a look, they likely work but it's good to be sure.

I'm checking the ones on the Suggested UI Mods, updated it a bit, will do the rest later.

I'm just trying to get some more things updated in Partisan today.

Update Field Medic
Alpha release Cyber Tech
Beta release Rogue
Beta release Riftkeeper
Alpha release SMG
Alpha release Grenade Launcher II, III, IV, V

Random stuff.

Can't say we'll those updates all ready but we're tryin'. :)



Side note, the Specialist can still be recruited but they aren't as good as the Field Medic or Cyber Tech. Having said that they can do both heal and hack.

Actually. come to think about it...

I shall rename them the Generalist.
KunJo Mar 31, 2016 @ 4:14pm 
Thank you for your fast answers and the hard work,and sorry in advance, It's a long list but I've deleted a lot of them ;)

As I know you are very busy and you want to upgrade PW for a long time and implement a lot of things, you can see the list as a suggestion of Mod which are all running together well ( it's my actual config ) and whose functionalities(or the Mod itself) could be implemented. Take your time with it, I will test it anyway and try to work out by myself what could turn wrong with your Mod.

Here's the list:

1) IA & Ennemies (15):

Additional Dark Events: More Causal Edition: https://steamcommunity.com/sharedfiles/filedetails/?id=627339214
A Better ADVENT: https://steamcommunity.com/sharedfiles/filedetails/?id=628891110
Smarter Sectoids: https://steamcommunity.com/sharedfiles/filedetails/?id=622133088
Muton Centurion Alien Pack: https://steamcommunity.com/sharedfiles/filedetails/?id=577474474
ADVENT Officer - Call Reinforcements: https://steamcommunity.com/sharedfiles/filedetails/?id=626617018
Elite Viper: https://steamcommunity.com/sharedfiles/filedetails/?id=634377972
ADVENT Ascension: https://steamcommunity.com/sharedfiles/filedetails/?id=647242004
Additional Mission Type - Haven Siege https://steamcommunity.com/sharedfiles/filedetails/?id=647242867
Patrol When Revealed: https://steamcommunity.com/sharedfiles/filedetails/?id=622778878
Sectoid Commander: https://steamcommunity.com/sharedfiles/filedetails/?id=655821827

Q: Since you're adjusting the Campain duration, I guess you're also modifying the avatar project, the alert and force level so the mods below won't work ?

Avatar Project Reworked: https://steamcommunity.com/sharedfiles/filedetails/?id=622266966
Avatar-based Dynamic Difficulty: https://steamcommunity.com/sharedfiles/filedetails/?id=645085554
Success-based Dynamic Force Level: https://steamcommunity.com/sharedfiles/filedetails/?id=645146227

2)Items & Weapons (11):

Advanced Modular Weapons: https://steamcommunity.com/sharedfiles/filedetails/?id=626023136
Katana Pack: https://steamcommunity.com/sharedfiles/filedetails/?id=618390976
Alloyed Armor Plate Vest: https://steamcommunity.com/sharedfiles/filedetails/?id=620374688
Armory Extension V0.04: https://steamcommunity.com/sharedfiles/filedetails/?id=624708316
Cut Content: Ammo: https://steamcommunity.com/sharedfiles/filedetails/?id=629253419

Q: Since you implementing 5 Tiers, I guess the Mods with auto upgrading Items will not work ? As:

Mk Series Conventional Weapons: https://steamcommunity.com/sharedfiles/filedetails/?id=638567273
Human Creativity Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=650111566

3) Gameplay (16):

All Soldiers Gain XP: https://steamcommunity.com/sharedfiles/filedetails/?id=623935276
True Concealment: https://steamcommunity.com/sharedfiles/filedetails/?id=618077830
Hidden Potential: https://steamcommunity.com/sharedfiles/filedetails/?id=618826129
Increased Cover Bonus: https://steamcommunity.com/sharedfiles/filedetails/?id=619812962
More Squad Size Upgrades: https://steamcommunity.com/sharedfiles/filedetails/?id=619895689
Second Wave Reborn: https://steamcommunity.com/sharedfiles/filedetails/?id=622475105
EU Aim Rolls: https://steamcommunity.com/sharedfiles/filedetails/?id=624799134
SWR Aiming Angles: https://steamcommunity.com/sharedfiles/filedetails/?id=626224721
Dynamic Stats Development: https://steamcommunity.com/sharedfiles/filedetails/?id=627264819
No Region Disconnect: https://steamcommunity.com/sharedfiles/filedetails/?id=641080494
Partial Mission Completion - No Overrides: https://steamcommunity.com/sharedfiles/filedetails/?id=653438305
LootPerMission: https://steamcommunity.com/sharedfiles/filedetails/?id=643969861
Wound Recalibration: https://steamcommunity.com/sharedfiles/filedetails/?id=622021770

4)Classes (5):

Q: You needed to adapt the FM and the Rogue Class to your Mod so I think they will not be adapted ?

Playable Advent: https://steamcommunity.com/sharedfiles/filedetails/?id=644076161
Engineer: https://steamcommunity.com/sharedfiles/filedetails/?id=621922759
SAMOD - Officer Class https://steamcommunity.com/sharedfiles/filedetails/?id=626299567
The Shocktrooper Class: https://steamcommunity.com/sharedfiles/filedetails/?id=631056086
Lucubrations Infantry Class: https://steamcommunity.com/sharedfiles/filedetails/?id=632648555

5)Abilities (9):

Chooseable AWC Perks: https://steamcommunity.com/sharedfiles/filedetails/?id=625272665
Evac All: https://steamcommunity.com/sharedfiles/filedetails/?id=618669868
Overwatch All/Others: https://steamcommunity.com/sharedfiles/filedetails/?id=621695447
Non-tile-snapping grenades: https://steamcommunity.com/sharedfiles/filedetails/?id=623684679
Non-tile-snapping psi abilities: https://steamcommunity.com/sharedfiles/filedetails/?id=624714754
Steady Weapon: https://steamcommunity.com/sharedfiles/filedetails/?id=626609469
More Than 15 Ability Icons: https://steamcommunity.com/sharedfiles/filedetails/?id=643532050
Partially Gifted: https://steamcommunity.com/sharedfiles/filedetails/?id=649477316

:steambored:
Last edited by KunJo; Mar 31, 2016 @ 5:49pm
JayBee 🔰  [developer] Mar 31, 2016 @ 4:35pm 
That's a lot. :D

I'll only provide Classes and Abilities info until I get the release done today. ;)


Abilities

Choose-able AWC, not recommended for the mod, I'll have a version out 'soon'ish.

Overwatch/All likely conflict, reports of problems with new classes, not tested...
Evac All, afaik ok.

Non-Tile snapping, ok. BE AWARE, this might have poor grenade damages (for now anyway).

Steady Weapon, will be integrating 'soon'ish.

More than 15 ability icons, afaik ok.

Partially gifted. WARNING, likely to cause future conflicts. (though you can disable it later).

Classes
Classes, all may not be balanced, may have conflicts with some abilities, however, nothing game breaking so they all should be fine, abilities may have unexpected results SAMOD is probably OP enough that I couldn't take balance reports seriously (hehehe). Playable advent, probably broken. Engineer, possible conflicts with Combat Engineer in the future.

I'll get back later on the rest. :)


Last edited by JayBee 🔰; Mar 31, 2016 @ 4:35pm
KunJo Mar 31, 2016 @ 5:00pm 
Thank you very much ! Yes, I warned you ... I'm running with 220Mods (Mostly Customisation and Voice Packs) in my actual config, I'm late game and I havn't seen many Bugs. It's pretty hard but with some OP classes it balances the overall.
I wish I could help, at least I can test and check incompatibilities.
SAMOD is a bit OP indeed ;). I'm gald to hear about your future updates, It's exiting !
I've looked into PW files and there's comments and free space for future integrations, It's very promising.
Thanks again for your time.

Edit:
Sorry for the list above. I realize afterward that's a lot to ask, I will just follow your updates and remove the Mod that you integrate, I will run the others aside as long as they not break the game.
After looking on your files, I'm also able to answer my own questions about the weapon's Tiers. I see you working with Yard1 on the integration of his Mods, thank both of you for that. I will just use other weapons pack in addition and adapt their stats to your Tiers as I did for my actual campain.
I'm still intriged by How the AI works and how it's divided along the campain ( Avatar project, Alert and Force level ).
I'm starting a new capain now, good luck with the release.
Last edited by KunJo; Mar 31, 2016 @ 6:08pm
KunJo Apr 1, 2016 @ 2:59am 
Well, I speedran the first 3 monthes of a commander campain with the Modlist above ( and few more hehe ), just enought to finish few projects of the PG.
So, feed back about the early game:

About the Mods compatibility :
- Every Mod runs fine, except Bronzeman which is buggy but It was on my last campain also.
- I get finished experimental projects from almost all the additionnal items Mods, NTR.
- Avatar project reworked seems to generate facilities too fast.
-I have no sound on the transmission after the first mission: probably something wrong with Quick Start Mod but nothing disturbing.
-I had a pod of Chrysalids (3-4) on the 3rd first missions. Idk if it's from your Mod nor if it's intentional but I feel it allows the autopsy too early.
- Playable advent work fine. At least with the chrysalid ;)
-Classes are running, NTR yet with the abilities and the stats look more or less balanced.
- Still don't know how Avatar/Success based force level will impact the further difficulty.
-SWR and hidden potential OK.
-Tested "Intelligence Spending" at the same time and NTR, It's great !
-I don't know yet if T2 additional Items and weapons are upgrading as they should.

About PW:
-Bleedout config is ok for me. Maybe just adding a line for rookies bleeding out Frequency ( 50% would be nice) if it's possible.
- Loving the idea of the Kevlar and Resistance Bonuses !
- None of my 20 soldiers turned into Rogue and the class didn't show up in the training list possibilities. ( Maybe it's not integrated yet).
-Nice implementation of the 870MCS, I wish there'll be more weapons soon :D
- The begining items (Flashbang, Smoke and Medikit) are a bit expensive a the start but maybe it's intended since the campain will last longer.

About the last update:
- Havn't seen if the smoke actually negates the Flank crit, I will try that next time. The update description sounds like there's no difference between Grenade and Bombs ( +20DEF, -40 Flank crit).
-I didn't understand what you meant by "If you get a soldier reward [...] if it's higher than 1 or higher than what the next person posts they received. That would be handy."
- The FM really needs to be back as a close quarter support, without the hateful gremlin but with a lovable shotgun. <3

|| The only Negative point for me : ||

- I will give a new try to The FM and CT classes but they make the specialist pointless !
Moreover the 3 classes have almost the same Right branch of their three with only Overwatch abilities !
I don't really get your purpose here, I thought one of the goals was to add variety and not make the only alternative choice to be an "Overwatch war dog" as you said...

Hope the Feed back is constructive enought.

This said, I'm really going to like PW and It's already on its way to become an honorable successor to LW.
Last edited by KunJo; Apr 1, 2016 @ 8:50am
JayBee 🔰  [developer] Apr 1, 2016 @ 10:22am 
Thanks, these are all good things to check on and I don't mind at all.

We haven't done much with weapons except adding a Tier 1 Flecette Shotgun and soon a SMG. We are working on a lot but sometimes you may not see them for a bit, next week we're planning on rebalance of the Tier 1 weapons and bonuses for Tiered weapons (for example conventional tier 1 weapons all will have +1 ammo). There' 100's of weapon templates being worked on, and then balancing after.


Gameplay
Wound recalibration, deprecated, don't use.

Loot per mission, ok for now.

Partial Mission complete, ok for now, future conflict.

No Region disconnect, ok for now, future conflict.

Dynamic Stats, unknown.

Aiming angles, ok for now.

Eu Aim rolls, hard call, probably a bad thing to use with everything getting adjusted for crits and with last patch changing how dodge can be reduced with over 100% shots.

Second Wave, hopeful integration or we'll code it. High aim could be issue with all classes, and Hidden Potential could be issues with default classes.

More Squad sizes, I'll contact BlueRaja and ask if we can integrate his code, as otherwise we were going to write our own. Ok for now, future deprecation.

Increased Cover, conflict, one of the first things I did. Actually cover works differently now anyway. Low Cover is 30 DEF, High Cover is 45 Defense, small dodge boost, couldn't make cover have DR without being mostly useless, Hunker Down 15 Def, 25 dodge, penalty of -15 Sight Radius until your next turn. Removes Burning. Does NOT require cover. Reduces the range at which you are revealed when flanked in Concealment by half. Most of the ideas for that were from Melancholia. High Cover may end up going to 40 and Hunker down may only give a 10 def bonus.

Hidden Potential confict. Already wrote something similar.

True Concealement, works just fine. :)

All Soldier gain XP, should work fine, I want to integrate it but haven't asked if Blueraja would be ok with that so maybe later unless he magically offers. =)

More of the rest later tonight. ;)


JayBee 🔰  [developer] Apr 1, 2016 @ 10:48am 
FEEDBACK

I'll just reply on certain sections as I can't provide info on the others.

Avatar Projects, yup, that's bound to happen until we get more feedback. In three months how many did you get?

How tough did you find the Chrysalids?

Experimental projects are already getting a major code change and lots of things, but, no details yet.

Nothing T2 is final, that's another priority, to implement the code.

I like Intelligence Spending mod, haven't done much with it, one day I'd like to see something like that in Partisan.

Bleedout, no triggers of 0 Turn bleedout? Rookies should still have a change to bleedout already implemented.

Armor, you'll be seeing a lot more of that, soon. ;)

Weapons, so much more coming, 100's (well, that's more like dozens because of 5 tiers, but we're working on it. The 870mcs probably is a bit two powerful, which is a reason why I released the alpha version so far ahead of everything else, I'm also thinking of giving it an ability to take double shots all the time (of course then the crit/dmg goes down to balance), and I'll have to change the fire animation so it double shots when it does and you get the visual BOOM BOOM. Not recommnded for use against Sectopods. ;)

Rogue was put on hold a few days because I wouldn't have time to get everything implemented properly, it should be up this weekend.

Smoke might not be working correctly, I'll be looking into it.

Soldier Rewards, when you get a soldier from a mission or at HQ they should be randomized based on how far along in the campaign you are. Early game mostly rank 1-3, late game mostly rank 3-5. No more rank 6 and 7... made the game way too easy and soldiers much less important.

Begining items are meant to be pricier to give the option of choice, and to make the early game a bit more scary... although we are going to have 5 soldier start and up to 8 soldiers make. I did apply scalers for equipment difficulty, I'm not entirely sure I won't remove it, difficulty already adjusts so many ways, I'm tempted to remove it, time will tell.

Field Medic, yup I agree, it will be back with those and more options! Shotgun, Flecette Shotgun, SMG, or Carbine. And a pistol of course!

The Specialist (Generalist) is supposed to eventually be retired from new recruits (the only way to get them will be to train them specifically. They will be fully deprecated in that case end of April, to specifically make rooms for the Field Medic and Cyber Tech. The Field Medic at mid level will have +50% more medikits that heal for +50% more HP, plus more options. The Cyber Tech will have a variety of different abilities, start more powerful, and have on average +20 hack with an abilitiy that increases their hack and an ability that decreases a targets hack defense.

No ability is for certain yet for the soldier classes.

I realize the right trees are similar, but they won't be for long, over the days the Field Medic and Cyber tech will have significant right tree changes.


I'm glad for your thoughts and look forward to hearing more. :)
KunJo Apr 1, 2016 @ 6:27pm 
Thank you again for all the precious informations. I begin to know where I put my feet :)
I assume that one of the objectives of PW is to gather a lot of Mods or their functions into one Mod, rather than running 100 Mods. In that way, the infomations you've provided are very helpful to me, I've already removed a lot that PW already integrate. I will continue to lighten the config as you will add more. Is that what you mean by 'Future conflict' ?

The Cover system is even more rewarding that way, I don't know Melancholia but it's a great idea. All good !
EU Aim Roll : You right, It was usefull when it starts but have been depraciated with the patch and will probably conflict with the Crit system of PW. I like it btw, more rewarding again.
It would be great to see Blueraja's Mods integrated, I can try to push ;)

For the Avatar project I've seen something like 5 facilities been built in 3 Monthes. I havn't destroyed any and I had 80% of the avatar points filled.
The chrysalids wasn't tough, they've just surprised me on the first mission haha I was ready on the 2nd time ;). I thought it was strange to be able to autopsy them that early.
Actually I had a '0 turns' Bleedout once, the soldier died the next turn, and also a 'standing bleedout' :) . It was before you update so I can't say for now.
The Double-shot for 870MCS sounds fun, even more with a fire animation :D
I'm glad to hear the true Field Medic and the Rogue will be back soon. Weapons and Armor also !

About the specialist, what can I say... I think it's just a shame to depraciate a Vanilla class, even if you hide it ! :D Wasn't it possible to adapt it and ehance the 'Hack' branch, like giving a +50 hack for the Jack or tweaking the abilities ? You probably already think about that, I just hope you'll figure out soon enought how to make it usefull and won't have to depraciate it. :'(

Thanks again for your time, and sorry for the poor English since it's not my native language.
JayBee 🔰  [developer] Apr 1, 2016 @ 9:24pm 
Oh you're very welcome. :)



I'm not sure I'd say we want to consolidate a bunch of mods, there is something to our purpose.

Most of what we want is an extended game that we can really get into an involved campaign, everything we do is to allow for a better and balanced game with lots of options. In a lot of cases most of what we want integrated are things that most everyone would want and there are in many cases versions of those that may be out there. I've spent hundreds of hours already learning how to create small concepts and large projects, so anytime our team can save a few hours by asking if we can integrate something instead of just rewriting it, is a good thing. Sometimes there really is only one way to write something, other times we have lots of options.

Sure there is a headache of loading a 100+ seperate mods, that would never work together in a balanced way, but just as much there are likely going to be thousands of mods that we'd never want to include even the concept for. The problem with having some mods be added on to Partisan is usually conflicts or balance. Putting in a riftkeeper that LeaderEnemyBoss created or a Muton Centurion from LWS, well, those are problems, because the game is extended we also have to extend tech and events, and Avatar and expand force levels over the course of the game. So integrating sometimes is the only way to go, because otherwise you'll play with those add-ons and get total party wipes all the time since they appear 50% or 80% faster since they don't match our code.

We are staying away from most UI things, but that will eventually end as all the facilities will be reworked. Outside of the avenger we aren't planning anything. Who can say what the future holds. I would mind Second Wave Reborn coming on board, in most cases there's only two conflicts- Not Created Equally and Hidden Potential which we have. So we don't need the rest, we just need a version that doesn't have those, and that has all the options disabled without toggling.

Future conflict does indeed mean we are working on something.

We are actually working on a lot, that one 870mcs shotgun represents hundreds of hours of work that people are doing, Yard1 for his weapon import and all that work, Krakah for his many hours to create 100+ weapon templates, me for doing all the techs, organizing, balancing. And others for everything under the sun.

And that's just one portion of one small section of what we are doing. ;)

For Avatar

It is currently updated and will constantly be updated. One thing we don't have incorporated are events yet, so those will definately trigger more facilities. We've already slowed things a bit more and I will do so again.

I did just delay a variety of the normal Avatar progression.

We strongly recommend prioritising all facility events until we get around to events.

Earth is in danger, take out facilities when you can.

I'm actually wanting to double the maximum facility, but someone more knowledgeable than I will have to do it because the problem is the UI looks bad. The code is simple.

I've added to the priority list all events for facilities.

Bleedout

So you had it trigger at least twice,

Once 0 Timer and once with a timer? Do you recall soldier will or level?


Specialist you never know, might change over time. The main thing is getting rid of the too many uses of the Gremlin for healing. We're early days yet, lots can change.

Being a generalist might not be a bad thing. See what happens. ;)

You're English is fine, better than my 'any other language' beside French.


Thank you, comments and feedback are always welcome.
KunJo Apr 2, 2016 @ 5:20am 
Since I learned a bit about Mathematics and Programming 10 years ago, I do realize all the time it takes to work on all of that. That's why I insist on how much I apreciate the extra time you take to answer my or others questioning.
As a LW user, I understand what you are trying to do with PW and that keeping the Mod as Balanced as Vanilla is a main concern. Btw, I havn't seen any way to send a donation to the PW group or to you and I'd like to participate, I'm sure I'm not the only one.

I already have reduced a lot of the Mods I had on my last campain and I will restart a test this week end with only PW and some UI Mods which are mostly visual. It will be easier to follow your updates ;)
Can't wait to see all the weapons integrated. Yard1's and Krakah did a wonderful work with their Mods and I'm using CVWeapon Mod in addition to your while I'm waiting.
As I said you can see the list above as my suggestions of what I would like to see in the future updates, even if its in one year from now, and if you still work on it :D

For the Avatar project, It is the Avatar project Reworked mod which caused the fast built of the facilities. I like the Idea of more facilities generating more Doom points, and a Alert/Force level linked to those points. It allows the player to manage the difficulty and the campain time in the same time. I will desactivate it anyway on the PW campain.

About bleedout, It triggered once, the other bug was an animation bug with the soldier still standing on his feet while bleeding out but the Turn Counter was ok (4 turns).
I don't recall the soldier Will stat, sorry, but the soldier's level was the 3rd Rank I believe ( LT. ?).
I will see how the specialist ( generalist ) turn as PW grow. It could be a long distance support with a DMR rifle and penality for the short range. So we would actually switch a team in two groups with their own medics, a long distance and a close combat.

So you speak french also ?
Merci pour tout ! :D
JayBee 🔰  [developer] Apr 2, 2016 @ 8:48pm 
Cut content, future conflict.
Hoping to integrate but I haven't talked to him yet. It's fantastic mod.
Alloyed Armor Plate Vest future conflict.
Armory Extension future conflict.
Mk Series Conventional Weapons possible conflict, later.
possible conflict or future conflict.

All the enemy ones are hard to say, unique creatures I'd like to eventually integrate as they are pretty awesome. The others are likely conflicts or soon to be conflicts.

LW Muton Centurion, ok, here's the thing, it's a conflict on the basis that it is going to come in twice as fast, I might be able to deal with that, but it's not going to happen soon.

This makes the Muton Centurion no so much a mid game enemy, somewhere between the last part of the early game or the start of the middle game. I think you can have it in, If I were you I'd take the mod folder out of the steam section and drop it into the direct section and then edit the force level (not sure of it's exact Force level but just do this)...


1) Find the ChacterStats.ini

search for 'LeaderLevel'

Copy the three lines and paste below those lines.

Minus out the three lines (these aren't the actual lines so just use what's in that folder), and then add a plus on the next three lines;

-LeaderLevelSpawnWeights=(MinForceLevel=99, MaxForceLevel=98, SpawnWeight=0, MaxAlertSpawnWeight=0)
-FollowerLevelSpawnWeights=(MinForceLevel=10, MaxForceLevel=15, SpawnWeight=34, MaxAlertSpawnWeight=26)
-UntetheredLeaderLevelSpawnWeights=(MinForceLevel=10, MaxForceLevel=15, SpawnWeight=34, MaxAlertSpawnWeight=0)
+LeaderLevelSpawnWeights=(MinForceLevel=99, MaxForceLevel=98, SpawnWeight=0, MaxAlertSpawnWeight=0)
+FollowerLevelSpawnWeights=(MinForceLevel=10, MaxForceLevel=15, SpawnWeight=34, MaxAlertSpawnWeight=26)
+UntetheredLeaderLevelSpawnWeights=(MinForceLevel=10, MaxForceLevel=15, SpawnWeight=34, MaxAlertSpawnWeight=0)

You can change the MinForceLevel on any line that isn't a 99 or 98. Increase it by half round down.

You can change the MaxForceLevel on any line that isn't a 99 or 98. Increase it by half round up.

That's the quick and dirty way.

If you find it too tough, increase all those lines number mentioned by +1 until you get a comfortable level. Too weak, do the reverse.

:)


Last edited by JayBee 🔰; Apr 2, 2016 @ 8:49pm
JayBee 🔰  [developer] Apr 2, 2016 @ 8:51pm 
Force level mod and the avatar mods are conflicts, they might not break anything but who knows what enemies you'll find.
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