XCOM 2
Device DoT Fix
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.
initium 15 Feb, 2018 @ 11:04pm 
@CaptainRichard - Thanks for the reply. It helps to understand. I guess the second part of my query then would mean looking at the incenuary grenade and bomb to modify the effects. Probably not worth the time for the game. At least not for a light weight modder such as me.

@Cahos - Thanks for the heads up. I tend to shy away from adding too many mods. The reason for that is the more code added, the easier it is to break. There are already many mods that state incompatability and a need to add one after or before another. But I will check it out. :)
Cahos Rahne Veloza 15 Feb, 2018 @ 7:56pm 
@initium:

MCM is a QoL mod and you'd be missing out on how easy it makes .ini adjustments.
CaptainRichard  [author] 15 Feb, 2018 @ 5:39pm 
Yes, you can edit the INI by hand if you prefer. This mod is just an off switch. The amount of damage a status effect does is part of the effect itself and can't take into account the thing it's damaging, as far as I know.
initium 15 Feb, 2018 @ 4:21pm 
This mod makes sense. It always bothered me that the dev team didn't sort these little details out. It's stuff that in tactical battle you expect. Why would poison effect an inanimate object?

I assume it is possible to edit the mod ini directly. I don't have many mods so don't use MCM. Also is it possible edit the effects, so for instance fire takes longer than acid to destroy?
Nitewolf 29 Jan, 2018 @ 1:00am 
So I won't lose another Protect the device mission because the device caught fire? 10/10 mod, I will never subscribe to this one. Thanks!
CaptainRichard  [author] 28 Jan, 2018 @ 8:00pm 
@Lux Manifestus: Basically, anything that has a health bar but isn't an enemy. Some examples that spring to mind: the objective in the Protect and Destroy device missions, the disruptor/tanks/power generator on the Avenger Defense missions, and the Chosen sarcophagus.
Lux Manifestus 28 Jan, 2018 @ 7:36pm 
Which objects are devices?
Dragon32 28 Jan, 2018 @ 4:59pm 
Wow, I never realised. Thanks for the fix, CaptainRichard!