First off, just to beat a dead horse: love the mod, playing a marathan ironman classic game now and it's making XCOM way way way more fun. A few comments: ---------SUGGESTIONS------------------- 1. Please, please, show me how many Weapon Fragments I have when I'm in the Engineering bay. For some reason, the game only lists Alloy and Elerium, but not Weapon Fragments. So I'm forever going to the Gray Market just to see how many Fragments I have. 1a. Also, if it's somehow possible to see alien corpse inventory in Engineering and Research, that would be great. Would make the planning around building stuff like Chitin plating a lot less tedious. 2. Enable Laboratory from the start. Love that Workshop is enabled, why not Lab? Especially on Marathon games, this could help immensely. 3: Add Grappling Hook and Ghost mode to Psi-armor, or else buff Psi-armor's bonus to Will. I haven't gotten to Psi-armor in my Warspace game yet, and I know your patch notes say that all light armor has added movement abilities, so maybe this is a moot point. But just in case it's not: Psi-armor's lack of any positives except for the bonus to Will focuses your soldier into Psi abilities at the expense of all the other armor type upgrades out there, and the 20 bonus to will is just not good enough to make it worth while, imho. With 110+ Will, my soldiers have less than 15% chance to Mind Fray an Ethereal. I think it should be in the 20-30% range for a top notch Psi soldier. 4. Make the Mind Shield item add to both Will offense and defense. Otherwise it's just a worthless item. (although maybe less so now that heavy armor grants two item slots) 5. I'd looooooove to see a Psi Operative class. I think it would add some interesting dynamics to squad composition. I think there are enough abilities to fill out the tree if you can borrow from the aliens' Psi powers. Ughh, there are so many more little tweaks that I'm forever thinking of when I'm playing the game, but can't think of right now. I'll update more. ---------BUG REPORT-------------------- My one, very minor bug encountered: 'Abort Mission' dialogue box pops up every turn on it's own after civilian is extracted. In an escort mission, I moved the civilian to the extraction zone. In vanilla, I believe the mission always ends right there. However, the mission did not end, the 'Alien Activity' text would come up and then disappear almost instantly, and the 'Abort Mission' dialogue box kept popping up every single turn on it's own. So finally I just moved my whole squad to the extraction zone and aborted, hoping that it would just treat the mission as completed. But, alas, it did not, Mission Failed. Now I guess it's possible I left an alien alive, but I really really really don't think I did. I would have reloaded the mssion, but it was an Ironman game. But for the sake of argument, let's say I did miss a mob, the 'Abort Mission' dialogue box thing was still problematic. Actually this could be a problem with Vanilla that I never encountered, but might as well note it.