Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It goes everywhere: units, armors, weapons and items.
+Abilities = (TemplateName=AdvLightningReaverM2, AddAbilityName[0]=CoupDeGrace2)
+Abilities = (TemplateName=AdvLightningReaverM3, AddAbilityName[0]=Whirlwind2, AddAbilityName[1]=CoupDeGrace2)
+Abilities = (TemplateName=AdvShadowAssassinM2, AddAbilityName[0]=HardTarget, AddAbilityName[1]=LowProfile)
+Abilities = (TemplateName=AdvShadowAssassinM3, AddAbilityName[0]=Whirlwind2, AddAbilityName[1]=HardTarget, AddAbilityName[2]=LowProfile)
but looking with the f1 mod, I don't see any of the added abilities, can these only be put on the weapons?
You could remove the ability from the PsiOperative tree though. Look for it in XComClassData.ini iirc.