XCOM 2
[WOTC] Cut Content Ammo
MrShadow  [utvikler] 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
Sist redigert av 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  [utvikler] 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  [utvikler] 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
Sist redigert av vomder; 13. apr. 2019 kl. 19.07
MrShadow  [utvikler] 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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