XCOM 2
[WOTC] Cut Content Ammo
260 Comments
b9thirty99 27 Apr @ 6:36am 
Thanks
Joker_Newbee 1 Nov, 2024 @ 6:12am 
Okay, i have seen that bstar has mentioned this in the "bug reports here" section. There was described that the base game ability is used instead of the mod ability. But then the decision to use the mod will be more easy for me.
Joker_Newbee 1 Nov, 2024 @ 5:56am 
The title of the mod "Cut Content" show that the developers plan to bring this ammo types to the game, but then they did not.
The most of your content is new, but the ability "FalconRounds" is in the game yet (even the related item is not in the game). The ability in your mod has the same (template) name and will override the base game ability. Do they nearly the same, so that i can override the base game functionality without changing gameplay?
Phoenix 31 May, 2024 @ 11:55pm 
It says in the description that the Redscreen Rounds reduce hack defense by -25% but I think it's actually just reducing it by a flat 25.
Phoenix 31 May, 2024 @ 10:29pm 
Mechanical units can be stunned by Riot Rounds
zin 5 Apr, 2023 @ 1:45pm 
@Lux Manifestus
AFAIK, mechanical units cannot be stunned.
zin 20 Mar, 2023 @ 12:14pm 
Sweet mod! Is it safe to add, and will it work to add, mid-campaign? :)
Lux Manifestus 18 Nov, 2021 @ 1:10pm 
I'm finding that the needle rounds do not proc. their bonuses against unactivated pods where the units are not taking cover. Also, the riot rounds are effective against robotic units (should they be?).
Zigg Price 10 Sep, 2021 @ 12:41pm 
Is there a way to turn off any of these ammo types?
Daepapa 6 Sep, 2021 @ 9:34pm 
@Traveler probably means you're missing the required mod listed on the side of this page: Reward Decks Refresher. Go ahead and subscribe to that and the error message should disappear.
Traveler 17 Aug, 2021 @ 10:42pm 
I'm using the Alternitive mod launcher. It says this mod has "missing dep" in the state colum. What does this mean? Will it break my game and if so how do IO fix it?
oceansoul 13 Jul, 2021 @ 4:00am 
Acid rounds say +1 shread in the tactical info section when equipping them
ZJwh5S 25 May, 2021 @ 6:24am 
@MrShadowCX

Riot - RNG but strong. I think what makes it strong is it seems to be applicable to any enemy and the chance is absurdly high. Maybe nerf the chance slightly 40->35%. Or make its effect as widely applicable. Also consider giving it something that's non-RNG in addition to the RNG, so it can be more reliable.

Redscreen - I think this could use a slight buff (whether to damage or hack def or chance to shut down) because Bluescreen (kill robots/spectre/codex way faster)/Falcon (kill everything faster) are still way better than it. Also make it bypass shields like Bluescreen.

Acid - Balanced enough I think.

Dragon/Venom/Tracer/AP - Would be nice if they could be rebalanced to be competitive with the Cut Content Ammos.

Bluescreen - I personally nerf to +4 dmg. Arguably could be nerfed more (whether adding organic minus damage or reducing robotic damage further).
ZJwh5S 25 May, 2021 @ 6:24am 
@MrShadowCX

Quick review:

Falcon - Probably the strongest round overall simply because it does +2 dmg to any enemy (that also makes it the most boring or "dummy proof" round). I wonder if it's possible to nerf this round without making it too weak? Giving it only +1 instead of +2 dmg would definitely make it too weak.

Needle - Strong (but not too strong) and tactically interesting. I think no change needed here

Flechette - Weak. Base +2 dmg to organic + chance for more damage doesn't compare to Falcon +2 dmg to any type of enemy. I suggest buff base to +3 dmg (to organic).
ZJwh5S 25 May, 2021 @ 6:00am 
@TrooperCoon

I would just uninstall Corrosive Rounds instead (unless there's something special Corrosive Rounds can do that Acid Rounds can't)
Nero 11 May, 2021 @ 7:52pm 
if i want to remove the acid rounds from the pool, how do i do that? because i have corrosive rounds installed and its pretty much double of the same ammo
Stormie 11 May, 2021 @ 9:24am 
Hey there, I have a quick question: will Acid Rounds proc bonuses related to Acid nade effect, since the localization file only mentioned the ammo giving +1 dmg and shred armor?

Main reason here is because some mods like RPGO adds perks that makes certain effects stronger, like +1 dmg to fire attacks (which the character can equip dragon rounds to benefit from) or +1 dmg to acid attacks, so I'm curious if your acid round would work with 'em.
Dragon32 8 Apr, 2021 @ 8:52am 
@HATERADE
I think "Proving Ground Overhaul 2.0" supports this mod.
HATERADE 8 Apr, 2021 @ 8:29am 
Any chance of these being individually crafted as opposed to "experimental ammo project?"
Dragon32 29 Jan, 2021 @ 10:32am 
@nmt
No. The description says "This mod adds 6 new ammo types to the game" rather than "This mod replaces the existing ammo types in the game"
nmt 29 Jan, 2021 @ 10:07am 
Do these replace the games’s experimental ammos?
Bitle 12 Jan, 2021 @ 12:07pm 
@Dragon32 I See. Sounds a bit outside my knowledge. I would probably need the Modding Tool to open the .upk then or something I assume. Not the greatest loss, was just looking to up my fury speedster character from one of the rpgo classes a litle bit for an upcoming commander run.
Thank you for your Timely reply!
Dragon32 12 Jan, 2021 @ 7:09am 
@Bitle
It doesn't look like that's possible without amending the code. There's nothing in the code specifying what to do with the new variable you've added into the .ini so it's not referenced and has no effect.
Bitle 11 Jan, 2021 @ 7:57pm 
Hello. Thank you, i love these ammo choices. I've been trying to figure out how to add a 1 point damage to riot rounds. I've tried adding a line that says "Riot_Bonus_Damage =1" and "Riot_Stun_Damage =1" To the XcomAmmo.Ini under both sections in notepad and saving but they don't seem to take. Is there something i'm Missing?
4rrakis 10 Nov, 2020 @ 3:19am 
@mumhustlar: I don't know about the mod you listed, but you can achieve that with the mod "[WOTC] Proving Ground Overhaul V2" and the bridge mod that is linked in the description of that mod.
mumhustlar 10 Nov, 2020 @ 3:14am 
Is there a way to get these ammo types to be built in engineering after the first time they are unlocked in the proving grounds?
For example - could it be compatible with the mod [Ultimate Workshop Reloaded WOTC] which does this with the normal (non cut) ammo types?
Agent Hunk 26 Oct, 2020 @ 6:05am 
some reason Mox's default weapon when you shoot with this mod on the gun smoke is a checkered graphic. AML doesn't show any conflicts or missing dependencies.
Thumper 13 Aug, 2020 @ 2:14pm 
Thanks the acid round are especially effective against priest.
Dragon32 29 Jul, 2020 @ 3:01pm 
@Revan519
I've been using that mod since it came out for the base game, and never had a crash I can attribute to it. How do you know it's what's causing your crashes?
Revan519 29 Jul, 2020 @ 1:56pm 
why do we need Reward Decks Refresher some times it crass the game
Grc 1 Jul, 2020 @ 9:12pm 
Cool mod!
I am able to get RiotRounds & AcidRounds in LWOTC (through Console Command). The FalconRound gives Shredder Round instead & Needle, Flechette & Redscreen Rounds give me the LWOTC version of the ammo. Any suggestions on how to override those with this mod? Thanks.
Coley 30 Jun, 2020 @ 2:15am 
The new ammo icons and front page picture are sick. Appreciate the adjustments to needle and flechette rounds, too. Thanks!
Vullcan 22 Jun, 2020 @ 7:26am 
Wow ! that awesome looking ammo ! Thank you for update !
EvilPolygons 21 Jun, 2020 @ 6:46pm 
I agree with MrShadowCX. There's a huge difference between Blue Screen and Red Screen ammo. Blue Screen is for when you want to kill MECs, sectopods, etc. Red Screen is for when you need to hack/capture them.
MrShadow  [author] 20 Jun, 2020 @ 11:17am 
@ KT Chong but if you read what Blue Screens do vs Red Screens, both have advantage and disadvantage Bluescreens do +5 damage and lower hack on robotic units by -5. Redscreen while they do far less damage against robotic units at +2 they lower hack by -25 and grant a +20% to stun/shutdown.
KT Chong 20 May, 2020 @ 2:47am 
Is there a way to exclude certain ammo?

For example: it is redundant to add the "Redscreen Round" when the game already has a very similar Bluescreen Round.
Lampros 13 May, 2020 @ 5:04am 
Hmm, some of these rounds are good; others are awful. And the ammos are RNG-based, so you may end up with more garbage you didn't want. Anyways to make this more modular and let us choose which round we want to keep? Also, console commands disable Achievements, correct?
Deadput 24 Apr, 2020 @ 1:01am 
Yeah there isn't a system in the game files that supports "ammo stacking", the best your gonna get is something like what Saber said.
Sawtooth44 24 Apr, 2020 @ 12:52am 
grim... that sounds stupid
having 5 of the same bullet type would not increase any stats

what would be useful for you would instead be a way to change ammo types, like how in classic XCOM you could have AP and HE rounds and you would just switch out the clip, although having infinite ammo (not a bottemless clip) in modern XCOM makes it slightly unbelievable you could have infinite ammo of 5 different types of ammo
[H]. GrimPanzer 23 Apr, 2020 @ 5:53am 
Did some testing tried a crazy build in which instead of researching new tier guns i add a new ammo type to the loadout. I changed the inis to have 10 utility slots and have multiple unique equipments (vests and ammo). However even if i place 1 of each ammo type on a soldier (old and new ammo) only the first ammo in the utilities is applied and the rest are ignored. They also dont stack ( so no +100Crit +5 Crit dmg with 5x talon rounds ) any tis on how to change the inis so that the effects stack / are applied from multiple ammo types?
hellcry 16 Apr, 2020 @ 6:49am 
Hey @MrShadowCX I was wondering if you can add the actual Stiletto Rounds witch they are missing. In the entire game only Hunter chosen has them.
MrShadow  [author] 19 Jan, 2020 @ 3:10pm 
Sure
Thumper 19 Jan, 2020 @ 12:43pm 
excuse me can i borrow some of your script please, i would want to try and make my own amunition mod but i am really bad at scripting.
MrShadow  [author] 9 Jan, 2020 @ 12:35pm 
NP
JimmyTheCannon 9 Jan, 2020 @ 12:34pm 
Interesting! Thanks for the answer!
MrShadow  [author] 9 Jan, 2020 @ 12:34pm 
Yes everything but the Acid rounds which I made and added later. The other 5 are cut content that was not originally released.
JimmyTheCannon 9 Jan, 2020 @ 11:44am 
Apologies if this has already been asked but there's a TON of comments on here. When you say "cut content" do you actually mean these were intended to be in the game originally?
MrShadow  [author] 8 Jan, 2020 @ 8:42pm 
sorry but probably not.
Simmin 8 Jan, 2020 @ 6:46pm 
Do you plan to update this with the ammo colours mod?
MrShadow  [author] 29 Nov, 2019 @ 3:53pm 
thanks will fix