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robertmartin

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  1. The launch order note is worth repeating, since loading a trainer before the game is fully in matches is the usual reason these things silently fail. I'm curious about the armor and damage multipliers, though. Stacking a one-hit break with a damage multiplier sounds like it could trivialize combat rather than tune it, and I'd want to know whether the stealth and teleport options interfere with quest scripting. Version detection is convenient, but does it still hold up after a Ubisoft patch mid-playthrough?
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