XCOM 2
[WOTC] Cut Content Ammo
MrShadow  [udvikler] 19. sep. 2017 kl. 20:01
BUG REPORTS HERE!!
Please place bug reports here.
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Arrakhis 20. sep. 2017 kl. 18:36 
not compactible if u have mod that allow you build ammo/vest without provingground. not causing crash
Sidst redigeret af Arrakhis; 20. sep. 2017 kl. 18:36
Drifty Flintlock 24. juni 2018 kl. 19:13 
Hi.

Not sure if this is a bug, but based on the description of the Riot Rounds, it seems to imply they would only work on organic units. However they also work on robots. Is this intentional?
MrShadow  [udvikler] 25. juni 2018 kl. 5:44 
Yes they work on robots. Stun is the same thing as shutdown for robotic units. When you use your Gremlin to hack and shut down a mec or Secto, all it's doing is applying a stun.
MrShadow  [udvikler] 25. juni 2018 kl. 5:45 
But I may have a fix for that
vomder 13. apr. 2019 kl. 19:06 
With this mod installed, it completely screws up the lighting. As seen in this screen shot. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1712029611
Sidst redigeret af vomder; 13. apr. 2019 kl. 19:07
MrShadow  [udvikler] 14. apr. 2019 kl. 14:00 
Yeah that’s not this mod bud. Have never had that issue once with any kids I made, used or ported. You need to clean your config then try.
Mix 25. apr. 2020 kl. 20:18 
So I can 100% confirm that giving Flechette round to a Reaper causes a hard crash, I'll send you logs if you'd like
bstar 26. juni 2020 kl. 2:58 
Confirming what someone else already said in the main comments section, Falcon Rounds don't seem to work as advertised, providing critical damage (and chance? I need to check this again) instead.

Perhaps the issue is connected to the existing Falcon Rounds in base game code - those get crit change and damage. Since you're using the same template name, it should (?) overwrite the base game template but it doesn't seem to. Perhaps changing ammo & ability template names would fix it.
Joker_Newbee 1. nov. 2024 kl. 6:16 
@bstar
I also found (surprising) this ability in the base game code (even there is not a related item). Also i thought the template should be overriden by the mod because the priority seem to be: base game < workshop mods < local mods. But maybe this order is only consistent by using the AML.
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