
The base classes will only have access to the base abilities - custom classes that are assigned the weapons and abilities will have to be used to get access to the more specialized abilities. Each class will have the choice between their normal secondary weapon, one long-range secondary (arcthrower for specialists, gauntlet for grenadiers, and holotargeter for rangers/sharpshooters) and one short range secondary (combat knife for rangers, sawed off shotguns for everyone else). This mod now adds basic support for the 4 base game classes to use these secondary weapons.
If you find any more, let me know and I'll try to sort them out.
Some Small Bug-Fixes - I fixed a few issues and inconsistencies that I found while testing the abilities. NOTE: The bFiniteItems variable should not be changed mid-campaign. The list of valid weapon types for each set of abilities is expandable to support any additional weapon categories that the modding community may release in the future. Additionally, conditions have been added to all of the abilities where it's appropriate to disable their display and effects when a valid weapon type is not equipped, allowing better support for multi-purpose classes that have access to multiple weapons. Cost configurations have been expanded to include more resource types that can be configured as desired and all resource costs will be ignored in the UI if set to 0. It will also automatically detect if Covert Infiltration/Prototype Armoury is installed and function as a CI Bridge. Support for Covert Infiltration/Finite Build systems - By default, the weapons are setup to function like base-game weapon upgrades that are infinite and use Upgrade Schematics however, the config framework and a boolean toggle in the config files are there to switch to upgrading them as finite items like LW2. (I've only done this in English - If you would like to submit a translation, let me know in the Discussion section) The Localization text has been cleaned up and altered to support the Ability Tags.
Added Ability Tags - Ability Tags have been setup so that the actual values from the config files will be pulled in for most localization text.The Tier 3 models/textures were provided by Iridar and look great! The stats and tech requirements for the first upgrade have been reduced and a Tier 3 upgrade has been added for smoother progression. 3 Tiers for All Items - The Sawed-Off Shotgun and the Combat Knife only had one upgrade which came rather late and had roughly Tier 2.5 stats.More than just a straight port of assets and code, this version includes some enhancements and additional features not present in Long War 2: