XCOM 2
Additional Ammo Types
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Update: 7 Jun, 2019 @ 7:43pm

Enervative rounds will now always fail to disable the primary weapon of aliens that do not have a primary weapon.

that's a bug from the vanilla implementation. this change won't help any other disables tho.

Update: 2 Jun, 2019 @ 9:11pm

damage added by silver, vamp, antiviolet more customizable (full array instead of just the damage bit)
added tactical text for explosive rounds warning about not having a big enough clip.
silver should now work against biolost.

Update: 31 May, 2019 @ 7:13pm

Fixed Tech Reqs not being applied.

Update: 31 May, 2019 @ 1:29pm