XCOM 2
Additional Ammo Types
112 Comments
Ironmonk 1 Mar @ 3:13pm 
I was just thinking about how I don't like the Vampire Rounds because I find it too immersion breaking... then I had this idea:

A Ammo that recovers Will (Wraith Rounds seems like a proper name)... so, weapon tier = Will recovered upon hit... CV = 1 / MG = 2 / BM = 3
It could also drain the same amount of Will from the target, perhaps make robotic units immune to both effects.

Other possibilities for Will Drain:
vs Normal: CV=2 / MG = 4 / BM = 6
vs Psionics: CV = 1 / MG = 2 / BM = 3
vs Robotics: No Effect
vs Undead/Lost: No Effect
Icarus IV 11 Jan @ 9:14am 
I hate to ask but the explosive rounds seem to explode elsewhere? They blow up to the side instead of where it hits. Or rather there is a secondary explosion elsewhere. It's rather odd.
Lebowskichild 28 Nov, 2024 @ 11:05pm 
@Mitzruti could you tell me, are the shredder rounds supposed to benefit from the Resistance Order "Weak Points" of the Skirmishers? I'm not sure it works for me, as the base game grenades get the extra point of shred, but not any attacks by soldiers using these shredder rounds.
DullUsername 20 Jul, 2024 @ 7:02am 
@MrShadow Same
MrShadow 13 Feb, 2024 @ 2:04pm 
would love a version of this where these are all random in the proving grounds like others.
4rrakis 17 May, 2023 @ 9:46am 
The easiest way would be to check Mod Jams' discussion thread about this mod and to add the enemy mods you need for the corpses. Other than that, you would have to edit Mod Jams' config files to change those tech requirements.
sourax 17 May, 2023 @ 9:44am 
@4rrakis yes i am using mod jam, would you happen to know how i can fix the issue?
4rrakis 16 May, 2023 @ 4:13am 
@sourax that usually means that you are using a mod that changes costs to a corpse you don't have in your mod setup. Are you using Mod Jam?
sourax 16 May, 2023 @ 3:42am 
is it a bug that there`s cost shown but not what the cost is?, like in the proving grounds all costs are listed except one which is just a red 1
zin 27 Apr, 2023 @ 8:26pm 
Why do I not see the rounds when hovering over the weapon?
Jason 4 Jan, 2023 @ 7:07am 
causes crashes for me inlwotc on mission start
PremierVader 8 Oct, 2022 @ 1:02pm 
Hello can I add this mid game and will it work on WOTC?
Laserbelly 5 Aug, 2022 @ 11:41am 
Had a sniper with “scramble” rounds and she was very lethal with the lost and taking down mechs
TROCH22 30 May, 2022 @ 6:27am 
any way to remove the gfx from micro rounds?
ScriptGenius12 7 Mar, 2022 @ 5:06am 
Can it be installed mid-campaign?
Icarus IV 6 Mar, 2022 @ 8:20pm 
This mod, specially the explosive rounds is hilarious (so long as you don't bring it to a lost infested area then it gets tedious and annoying). But the animation does not match to the firepower. For example, I paired it to a gattling and the animation is whack, like a dozen missiles shot out for a measly damage.
Nero 19 Jan, 2022 @ 1:43am 
Can confirm any kind of sniper-like classes equipped with explosive rounds are ridiculous
MrMister 23 Oct, 2021 @ 3:30pm 
Do the scramble rounds change the bullet models into mimic beacons, or did I hallucinate this?
XpanD 27 Aug, 2021 @ 3:18pm 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for making this, Enervating Rounds are life.
4rrakis 22 Aug, 2021 @ 8:48am 
@Aks do you use Mod Jam?
Aks 22 Aug, 2021 @ 8:40am 
I can not make Scramble Rounds because when creating it is not specified whose corpse is needed to create this item
Nero 18 May, 2021 @ 6:32pm 
ah alright
Mitzruti  [author] 18 May, 2021 @ 8:56am 
@TrooperCoon
boomers, afaik, use the regular TheLost character group and should be affected. seems WWL Brutes use thier own TheLostBrute. you can add it to the config for this.
Nero 11 May, 2021 @ 8:02pm 
does silvered weapons not affect lost brute from wwl and boomers from ABA?
TheDuke37 4 Apr, 2021 @ 6:34am 
@Mitzruti
ok, thank you.
Mitzruti  [author] 3 Apr, 2021 @ 5:27pm 
@TheDuke37
Exactly what it says on the tin - the debuff reduces the target's chance to hit or crit with attacks.
TheDuke37 3 Apr, 2021 @ 4:05pm 
So... I'm still at a lost of what the Scramble rounds do...
Does it increase the chance to hit them? Less chance for them to dodge? Your response (no offence) was a bit confusing.
Bardmaster 24 Feb, 2021 @ 8:36am 
@Mitzruti I love this and all your mods! Q: Do you know of any compatibility issues with LWOTC?
GargakOfTheEast 23 Jan, 2021 @ 4:43pm 
The Vampire Rounds no longer give any healing.

Anyone else seeing this bug?
Kiruka 7 Dec, 2020 @ 10:18am 
@Mitzruti That is amazing timing, because I just added Additional Ammo Types support to Mod Jam. Thank you muchly for doing that!
Mitzruti  [author] 6 Dec, 2020 @ 8:55pm 
@TheDukeXD
Poison is a stat change, while scramble is a hit mod. so the target's offense stat won't change, but you'll see the hit chance reduction reflected in EI's flyovers when they attack.

@Kiruka @123nick
merry christmas o/ ...it's not perfect, but should work if you're not trying to get around it.
Dragon32 29 Nov, 2020 @ 5:23am 
mumhustlar 29 Nov, 2020 @ 4:43am 
AntiViolet Rounds do not do extra damage to the Chosen Warlock. Must be a bug right? Anyone else able to confirm this is not working?
TheDuke37 23 Nov, 2020 @ 1:21pm 
I can't tell if Scrambler rounds actually work. I have the extended information mod which shows aim of everyone and I can see the aim go down when someone/something is poisend. However, what I dont see is the Scrambler rounds lower the aim of anything. It could just be me but im curious on whether or not someone has tested this.
123nick 24 Oct, 2020 @ 2:12am 
....i was gonna ask for exactly what kiruka said lol. a config option like that would be amazing.
Kiruka 7 Oct, 2020 @ 10:38am 
Would it be possible to add a configurable list of weapons that Micro Rounds can't be equipped with? Specifically what I have in mind is any weapon that has a magazine size of 1 (e.g. Bolt Casters, Spark Arsenal's Artillery Cannons, ABBA's Auto-Sniper Rifles and Advent Breaker Rifles), as those are typically balanced around having to reload after every shot. Being able to bump their magazine size up to 3 makes them quite insane.
BearEatsYou 31 Aug, 2020 @ 5:48pm 
Excellent variety, great job.
GargakOfTheEast 19 Jul, 2020 @ 2:45pm 
cool stuff! thanks for the new ammo icons @Mitzruti ! :D
bstar 19 Jun, 2020 @ 5:08am 
Hey Mitzruti, can confirm Flamingcheesepie's report: Shredder Rounds apply their shred on misses too.
Flamingcheesepie 18 Jun, 2020 @ 1:38pm 
For some reason the antiviolet ammo seems to have overflow on damage. That is, when I attack something like the Warlock, it displays a very high number, and oneshots him. The only change I made was for it to be 3 bonus damage.
neIVIesis 17 Jun, 2020 @ 5:32pm 
@Mitzruti I made a bunch of brand new ammo icons for CX team, and I have another set that will work with your mod. P.M and I'll send you TGA
Flamingcheesepie 8 Jun, 2020 @ 12:10pm 
I was using shredder rounds, missed, but for some reason all of the armor on the enemy disappeared anyways. Can confirm it wasn't just a visual bug because the next shot I took on that target wasn't reduced by armor at all.
Mitzruti  [author] 25 May, 2020 @ 7:55am 
@Chéradénine
the only limitation on utility items in vanilla is the number of slots. iirc, lw2 gives you a lot more slots to play with, so they prolly use weight to make "fill all the slots" not always the best choice.
Chéradénine 25 May, 2020 @ 3:23am 
@Mitzruti Thanks!
Are you telling me that ammo is weightless in vanilla WOTC?
Mitzruti  [author] 22 May, 2020 @ 9:05pm 
@Chéradénine
Looks like that array is what it uses to modify existing item templates to apply lw appropriate costs/etc.
I've added some for the ammo in this now.
Chéradénine 22 May, 2020 @ 1:08am 
@Mitzruti I meant the item weight, which is 1. I like ammo to be weightless, as they're supposed to replace normal ammo, and the soldier speed is reduced because of it.

In LWOTC config files, there are some ItemTables lines, like this one:
+ItemTable=(ItemTemplateName="BlueScreenRounds", Slots=0, Starting=false, Infinite=false, Buildable=true, RequiredTech1="BluescreenRoundsProject", RequiredTech2="", SupplyCost=10, AlloyCost=0, CrystalCost=1, CoreCost=0, SpecialItemTemplateName="CorpseADVENTMec", SpecialItemCost=1, TradingPostValue=5, RequiredEngineeringScore=0, Tier = 70, PointsToComplete=100, Weight=0 )

I thought I would find the same lines for your new ammo, but they don't. Which is weird because I thought this kind of line would be needed to actually add the ammo, but I haven't tried to mod XCOM so what do I know? :)
Mitzruti  [author] 21 May, 2020 @ 9:20pm 
@KT Chong
I recloured most of them in April, but there's a couple that I think still overlap with cut content ammo.

Localization files are basically just text documents, and can be easily changed. they're in the localization folder instead of the config one.
KT Chong 20 May, 2020 @ 3:01am 
Do you have images of the ammo? (Want to make sure they do not reuse the same images as other ammo mods.)

Is it possible to config the names of these ammo?

Odin in Valhalla 16 May, 2020 @ 1:17pm 
Which DLC is needed for this mod?
Mitzruti  [author] 16 May, 2020 @ 12:39pm 
@Chéradénine
what do you mean by weights?