XCOM 2
64 ratings
Null Rounds
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
435.356 KB
4 Jan, 2020 @ 12:50am
28 Jan, 2020 @ 11:10am
4 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Null Rounds

Description
This mod adds a new ammo type, Null Rounds. Null Rounds can be built from Engineering once the corresponding Proving Ground project is completed. The Proving Ground project requires the Priest autopsy.

Null Rounds by default will add 5 damage against any enemy tagged as Psionic, which natively includes Sectoids, Priests, Avatars, Gatekeepers, and Codices. This mod also adds the psionic tag to the Chosen Warlock, the Warlock's Spectral ADVENT units, Psi Zombies, and Templars (so be careful if a soldier with Nulll Rounds gets mind controlled!)

This mod also nerfs Bluescreen Rounds by removing the robotic vulnerability from the Gatekeeper and Codex (now you need Null Rounds instead for bonus damage against them). If you don't like that change, you can easily remove Psi vulnerability instead in PsiTech.ini, or if you just hate the Codex you can make them vulnerable to both.

Be aware that changing the Psionic tag doesn't *only* affect Null Rounds vulnerability—off the top of my head it will also change vulnerability to the Disruptor Rifle and the Volt ability, so this mod is a slight buff to both those things.

Compatible with ∑3245's lovely Colored Ammo Bar!

What you can configure:
- Clip size modifier (default 0)
- Bonus damage to psionics
- Bonus damage to nonpsionics (default 0)
- Will penalty to target
- Resale value at Black Market
- Supply cost
- Alternate supply cost for Legend difficulty
- Gatekeeper and Codex vulnerability to BSR/Null Rounds
- Warlock, Assassin, Hunter, Templar, Spectral Army, and Psi Zombie vulnerability to Null Rounds
- Color used for Colored Ammo Bar

Credits:
- ∑3245 (Colored Ammo Bar)
- Udaya (Enemy reclassification code borrowed from More Psionic Units; these two mods are incompatible so I included all that mod's functionality in this one. If you don't want Null Rounds but do want the changes to Psionic vulnerabilities, that's your mod)
- Hotl3looded (Proving Ground code borrowed from Proving Ground Overhaul)
- MrShadowCX (Ammo item code borrowed from Cut Content Ammo)
- Boundir (Unsolicited code assistance—what a legend!)
17 Comments
Empusae 23 Mar, 2021 @ 11:37pm 
Can bonus damage to nonpsionics be negative?
Green Raven 23 Jul, 2020 @ 8:04pm 
Fantastic mod, you cant use bluescreen to solve all problems anymore.
AdmiralKirk  [author] 29 Jan, 2020 @ 8:18am 
Awesome, glad it worked.
SupremeMorpheus 29 Jan, 2020 @ 8:16am 
Certainly seems to have fixed it, thanks!
AdmiralKirk  [author] 28 Jan, 2020 @ 11:13am 
New update fixed a possible syntax issue. I ran a test with only Skirmish Mode + and Null Rounds enabled, and Bluescreen Rounds and Null Rounds both have the intended behavior. So hopefully this will fix your problem.
SupremeMorpheus 22 Jan, 2020 @ 4:30am 
Just did a debug tactical with and without this mod, definitely this one causing the bluescreen bug
SupremeMorpheus 21 Jan, 2020 @ 5:02am 
It didn't report anything last I checked. I'll have a closer look when I get home, run some tests
AdmiralKirk  [author] 20 Jan, 2020 @ 10:09am 
BSR vulnerability is governed by bWeakAgainstTechLikeRobot and this mod only has code to modify that bool for the Gatekeeper and Codex. So I doubt it's an issue with Null Rounds, but it might be a conflict. Does Alternative Mod Launcher report any shared overrides?
SupremeMorpheus 18 Jan, 2020 @ 5:35pm 
I'm getting a bug where bluescreen rounds are applying a damage bonus to everything, even organic enemies. This is the only mod I've added that changes the behaviour of said rounds, so I think this might be the cause
AdmiralKirk  [author] 7 Jan, 2020 @ 9:39am 
So I've just made a change that reverses the Codex's vulnerability and adds Null Rounds vulnerability to a few more units. If you don't like those changes, they're completely reversible in PsiTech.ini.