XCOM 2
[WOTC] Cut Content Ammo
MrShadow  [개발자] 2017년 9월 19일 오후 8시 01분
BUG REPORTS HERE!!
Please place bug reports here.
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Arrakhis 2017년 9월 20일 오후 6시 36분 
not compactible if u have mod that allow you build ammo/vest without provingground. not causing crash
Arrakhis 님이 마지막으로 수정; 2017년 9월 20일 오후 6시 36분
Drifty Flintlock 2018년 6월 24일 오후 7시 13분 
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  [개발자] 2018년 6월 25일 오전 5시 44분 
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  [개발자] 2018년 6월 25일 오전 5시 45분 
But I may have a fix for that
vomder 2019년 4월 13일 오후 7시 06분 
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
vomder 님이 마지막으로 수정; 2019년 4월 13일 오후 7시 07분
MrShadow  [개발자] 2019년 4월 14일 오후 2시 00분 
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 2020년 4월 25일 오후 8시 18분 
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 2020년 6월 26일 오전 2시 58분 
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 2024년 11월 1일 오전 6시 16분 
@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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