XCOM 2
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Device DoT Fix
   
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28 Jan, 2018 @ 3:49pm
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Device DoT Fix

Description
What would you say if I told you that a tank can be poisoned?

Skeptical? I thought you might be. Fortunately, I have video proof.

If you don't want to watch or aren't sure what you're looking at, I'll explain. That was Christopher Odd's WOTC Season 2 playthrough, episode 38. At the end of episode 37, the Chosen Assassin triggered an Avenger defense. Commander Odd equipped his sharpshooter with venom rounds. In episode 38, about 38 minutes in, the sharpshooter takes a shot at a tank and brings it down to 1 health. Thirty seconds later, during the enemy turn, the tank explodes due to damage over time from the venom rounds. If you pay close attention, you can see the same effect happening at several earlier points in the video.

As it turns out, the various status effects in the game are missing a flag to prevent them from affecting targets that aren't units. This mod fixes that oversight. It can fix four types of status effects: bleeding, burning from fire, burning from acid, and poison.

Configuration
By default, damage over time from all four status effects is fixed. However, you could take the view that while devices can't bleed or be poisoned, they can be set on fire and dissolved by acid. So the fix can be toggled individually for each status effect using MCM. Note that configuration changes won't take effect until you restart the game.
18 Comments
Stache73 22 Jan @ 4:10am 
I can confirm that this mod is compatible with LWotC (Long War of the Chosen).
Ehlookatthat! (She/Her) 26 May, 2024 @ 6:27am 
I wager that is case by case, like a Car if it runs on oil is something I'd say bleeds, this isn't Lisa, units are too individual in Firaxis' XCOM for umbrella reactions like "All Robots Null Mental" or "All ADVENT Officers nul Fire."
zin 25 Mar, 2023 @ 2:17am 
@Booperius You can configure the mod using the config file or Mod Config Menu to disable it.
MOUSEROBOT 27 Jun, 2022 @ 7:34pm 
I got some Resistance Tank STUNED by an Advent Offier.... meh
Nemo Jr. 9 Jul, 2021 @ 2:48pm 
Hmm... Would this mod also stop other "explodables" (like cars) from taking DoT? Or are they handled as a different effect in the code?

Specifically, I'm thinking of cars catching fire, and blowing up after 1-2 turns.
Booperius 10 May, 2020 @ 10:06am 
FYI, burning from acid *should* apply to mechanical targets. That's not necessarily a bug.

Acid melts through structures, and is one of two special damage types that can effect most mechanical units excluding andromedron shells.

In other words, I think you should exclude acid from the scope of the mod anyway. That said, I am just going to use the mod options, but I feel like acid damage being disabled should be well, not disabled.
darkdill 19 May, 2019 @ 3:23pm 
For some reason, this doesn't seem to work for my game. Could be a mod conflict or something.
Shavy 12 Mar, 2019 @ 5:07pm 
sooo ahh. . . . . why download the mod?
yes_commander 1 Nov, 2018 @ 10:26am 
I just lost a Protect the Device mission because a muton infector poisoned the stupid should-be-unpoisonable thing... Frustrating. Hopefully this will allow me to resume a mid-mission save, now with fewer poisoned electronics. :/ If not I'll just PowerUp. The device was down to one final health point and there was one final ayy left. Argh.
Inaire 18 Apr, 2018 @ 6:54am 
Some poisons can also be corrosivezzz. Also tezz aliens. supah sifi poison.