XCOM 2
Null Rounds
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.
Missing Joestar 6 Jan, 2020 @ 10:15pm 
"or if you just hate the Codex you can make them vulnerable to both."

Codex sweats nervously.
Flashstriker 4 Jan, 2020 @ 4:21pm 
Alright, thanks Kirk, a definte buy for me. Good to have another alternative that works with Proving Grounds overhaul!
AdmiralKirk  [author] 4 Jan, 2020 @ 3:08pm 
@MrShadowCX I wasn't aware of that bug. If that bug gets reported to me and Reward Decks Refresher fixes it as you say, then I'll add that mod as a requirement. For the codex, you can easily make that change yourself as an INI edit in this mod; just set CODEX_PSI to true and you'll restore the default behavior. As for the Gatekeeper, I agree that shifting its vulnerabilities as it changes from closed to open form would be cool—I'd certainly like the option of implementing that—but I don't know enough about the X2 enemy code to actually do it. I'm fully open to collaboration if you or somebody else knows how.

@Flashstriker Yes, that sequence is correct. Completing the Advent Priest Autopsy research project unlocks the Null Rounds project at the Proving Grounds, which costs 1 Elerium Core. Then once that's completed you can build as many Null Rounds as you want from Engineering for 75 Supplies each.
MrShadow 4 Jan, 2020 @ 7:28am 
Being this is a proving ground protect, if people sub mid game they may run into the bug that once they build one, the game will not refresh the reward decks. You might need to add Reward Decks Refresher as a requirement. Also just my opinion but both the Codex and Gatkeeper are both robotic and Psionic so they should be affected by both round types. Gatekeeper’s shell is robotic so blue screens makes sense. When it opens, it reveals its Psionic form so then I can see it being weak to psi based rounds.
Arkhangel 4 Jan, 2020 @ 2:52am 
@Flashstriker: also only the second anti-psionic round period. if i recall, Antiviolet ones are the only other one specific to Psi enemies.
Flashstriker 4 Jan, 2020 @ 2:45am 
Yay, standalone anti-psi rounds! With Purge Priests, Fanatics and Corrupt Avatars in my list, I get the feeling these will be very helpful!

One thing - these rounds work like Bluescreens in how you unlock them right? So you do an autopsy which unlocks a Proving Grounds project which then lets you construct these Null Rounds?
IceColdHeart 4 Jan, 2020 @ 1:50am 
not bad but it has issue like all ammo mods, you can equip only ONE.
In original Game it was possibly to carry and reload required ammo for enemy types.