Re: New mod commands
This mostly applies to monster modding as it is difficult to know what relevant abilities I have missed, but quite easy to implement them since the abilities are already there for existing units.
I believe there will be some more modding additions for the next patch, but I don't know in what areas yet.
And #startaff is a command that sets a percentage chance of starting with a random affliction, just like a flagellant.
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