XCOM 2
[WOTC] Corrosive Rounds
57 Comments
Oniwabanshu Dec 7, 2024 @ 3:27am 
Using it in a 578 item mod list with no crashes.
LordAsbel Aug 23, 2024 @ 1:47pm 
Can confirm I've been using this mod with 250 other mods and it works just fine
Anomen Jan 30, 2024 @ 6:16am 
I've been using this mod with 200 others and it has never caused any issues for me.
tommeoh Dec 2, 2023 @ 2:26am 
cool idea but mod dont work ( have not idea why ((
(adds mod before new game... begin new game ESPECIALLY for add few new mods, include this. All mods working. LWOTC)
ShinyRobotGod Dec 10, 2022 @ 4:59pm 
I've been getting the same intermittent crash others are talking about below.
dabeek Sep 23, 2022 @ 12:14pm 
Alright ty
4rrakis Sep 23, 2022 @ 1:04am 
It is not added by those mods. I can't comment on the second part of your question.
dabeek Sep 23, 2022 @ 1:02am 
Is this already added by LW2/LWOTC or am I stupid?
4rrakis Sep 11, 2022 @ 8:54am 
Not a chance.
Whyte One Sep 11, 2022 @ 8:53am 
will this work with vanilla as well?
Sinapus Apr 26, 2022 @ 12:38pm 
I have a crash when I fire corrosive rounds at some enemies, but when I reload a save and do the same thing it doesn't crash. May be something with the rounds or interaction with another mod.
philmakerguy Apr 4, 2022 @ 12:45am 
@mokibo I think I am having the same issue.
PresidentialAI Jan 25, 2022 @ 8:04pm 
Game crashes whenever I apply acid burn with the rounds, any reason as to why?
XpanD Aug 27, 2021 @ 7:22am 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up.
Hotl3looded  [author] Oct 19, 2020 @ 6:28pm 
For those who requested Frost Rounds.. Check my new mod [WOTC] Frost Munitions. Better late than never ;)
Hotl3looded  [author] Sep 22, 2020 @ 8:14am 
@jazebiker this ammo inflicts the vanilla acid burn effect. This means the bug you encountered is from the vanilla game.

@Ddraig Lleuad you can change the dmg/shred bonuses in the config file.
Jion May 6, 2020 @ 7:43pm 
zxc2008 for the simplified chinese translation
还有简中翻译,感谢这位大佬
Seraphim Sword May 1, 2020 @ 7:15am 
Unlike Ddraig Lleuad I think the mod is just fine, but I also play with modded enemies, which include Bio command, and those units are all immune to the acid burn.
SQUIRREL Feb 28, 2020 @ 8:25am 
That's why I keep the console live. When glitches like that happen, you can use the console to end the enemy's turn.
Falcon Dec 8, 2019 @ 6:15am 
Small bug possibly? During the enemy turn, the only remaining live alien was a berserker which died before moving from acid burn. The game was stuck on "alien activity", and I had to quit to the main menu
Ddraig Lleuad Jul 25, 2019 @ 3:56pm 
Having played with them a while, I like them, but I feel like they're a little overpowered. It's a small thing, but compare Venom/Dragon rounds:
Venom rounds: +1 damage vs a certain class of enemies (organic), applies Poison, which damages and debuffs.
Dragon rounds: +1 damage vs all enemies, (likely) chance to apply Burning, which damages and debuffs.
Acid rounds: +1 damage vs all enemies, +1 armour shred, applies Acid Burn, which damages.

So there's a bit of a tradeoff, right? Venom always poisons, but doesn't always add more damage, Dragon always adds more damage, but doesn't always Burn. But then acid rounds always add damage, always burn, AND shred armour. Granted, Acid Burn is a little less impactful than regular burny Burning since it doesn't do anything but damage, but it also works on robotic enemies, so swings and roundabouts.

I feel like it'd be more balanced if acid rounds only gave armour shred and acid burn, that way they wouldn't feel like such a best-of-the-bunch.
DarthOmix Jul 14, 2019 @ 8:25am 
@mc40 That happens in vanilla, so it's intended. Making experimental anything I believe will just randomly pull from a list. IE on PS4 XCOM 2 the other day I got AP, Dragon, Venom, AP, Talon.
Postsapien Jun 12, 2019 @ 7:14am 
I tried this out and its excellent but I forget whether ammo is supposed to give me one of each type before cycling around. I got a second corrosive rounds after talon, venom and tracer but didn't get AP or dragon. Not sure if this is intended
initium Mar 17, 2019 @ 9:31pm 
Another +1 for "Frost Rounds" - Oh yeah!

Great stuff happens here :D
⚡Judge Zed⚡ Feb 18, 2019 @ 9:52am 
You sir are a genius, xcom is all about ocd.
CyniksteR Nov 7, 2018 @ 11:28am 
well isn't this mod just excellent.

also, I think what HydraGC meant to write is "frost rounds", if so I'd like to add a +1 to that as well.
stevenqu248 Nov 1, 2018 @ 8:45pm 
Is Reward Decks Refresher required or not? Because you imply in the description that it's only needed in certain cases. But then you say that it's required. So which is it? I would prefer not to over mod my game (strange things can happen if you have a bazillion mods all going at once) so I'm trying to minimize the number of mods I add to the game. I remember reading about a console command that does what the RDR mod does, but you don't have it doing so all the time.
HydraGC Jun 23, 2018 @ 7:28pm 
Could you also make first rounds then, coz seeing all the elemental grenades bar frost have an ammo counter part is giving me OCD lol. I am looking into the modders tools but I am just started learning
Hotl3looded  [author] May 8, 2018 @ 5:37pm 
Mod Update:

- Fixed the custom acid effect audio
looplick May 6, 2018 @ 12:06pm 
I agree with Revenant. The sound effect for this ammo needs to be dialed way down.
Wambo333 May 3, 2018 @ 6:41am 
@Revenant +1
zxc2008 May 1, 2018 @ 7:53pm 
@Hotl3looded The format encoding used by the Chinese language is UCS-2 LE BOM.
Revenant May 1, 2018 @ 6:12pm 
I find the sound effect when the ammo hits to be really overpowering. Is there a way to dial it back or remove it?
Hotl3looded  [author] May 1, 2018 @ 2:51pm 
Mod Update:

- Added spanish translation
- Added simplified chinese translation
SkySpirit Apr 29, 2018 @ 12:10am 
Can you replace CutContentAmmo's corrosive rounds with yours, when both moda plugged-in?
Hotl3looded  [author] Apr 28, 2018 @ 8:31pm 
Mod Update:

- Changed the colors to better match the in-game acid color
- Added a custom acid weapon effect made by .vhs
Hotl3looded  [author] Apr 28, 2018 @ 6:23am 
@Slartiblarghfast Thanks for your offer. I will release the other mod later today and we can talk about fixing/improving the localisation in its own page... now let's focus on this mod for further comments ;)
loinbread Apr 28, 2018 @ 3:01am 
@Hotl3looded I'm more than willing to help with proofreading/touching up text if you need it. :)
Schadenfreude Apr 27, 2018 @ 9:34pm 
@Hotl3looded
I'm actually using the mod to exclude continent bonuses... the problem is that if you don't have the continent bonus, then you have the chance to get the Faction Order, so disabling the continent bonus makes you prone to lose a Faction Order (which is why I had the Proving Ground project continen Bonuses always enabled, So I don't lose any valuable Faction Orders)...
Hotl3looded  [author] Apr 27, 2018 @ 6:10pm 
@Cannon Fodder Spanish, but I grew up in a french speaking province, so english is actually my third language!

The problem isn't translating. The real difficulty is producing a text that looks like vanilla XCOM for a better immersion. I am not a writer so I find it difficult to come up with a good text.
Baka Racker Apr 27, 2018 @ 5:59pm 
Awesome mod!

I like the sound of the mod you are working on now. What is your native language? There has to be someone out there that is willing to help with translation.
Hotl3looded  [author] Apr 27, 2018 @ 4:45pm 
@Schleicherfreund You understood correclty. I want to disable the 3 orders that revolve around these projects but I still haven't found a way to do it.. there is a mod that let's you blacklist continent bonuses but it would be a plan B because they can still show as faction orders
Schadenfreude Apr 27, 2018 @ 4:38pm 
@Hotl3looded
Sounds fantastic, how is it going to handle Continent Bonuses and Faction Orders revolving around these projects? Because if I understood this correctly, then it would render them essentially obsolete. Faction Orders are extremely valuable and rolling one of them then becomes a dead roll of the dice.
Hotl3looded  [author] Apr 27, 2018 @ 3:48pm 
@Schleicherfreund It uses the same effect as venom rounds (green effect).

For your other question, I am currently working on a mod that disables all experimental projects and adds individual projects for all items. Though the new projects won't actually build items. They will instead unlock the items to become buildable in the engineering bay. So the proving ground projects will be one time deals to "research" the tech and make the items buildable.

I started this morning on this project and it should be ready by tomorrow... what takes the most time for me is the localization since english is not my first language.
Schadenfreude Apr 27, 2018 @ 3:36pm 
Off topic, does anyone know a mod that makes Proving Ground project rewards not random anymore, but let's you build select rounds/vests, etc, which works with WotC?
Schadenfreude Apr 27, 2018 @ 3:32pm 
Any chance you are adding some sort of visual effect to the shots, like Dragon Rounds add a fire effect to your shots, if any isn't already present?
Iridar Apr 27, 2018 @ 2:34pm 
Neat. I'm playing with Theta Strike, which makes ADVENT and XCOM more survivable through armor and ablative HP, but this leads to some enemies having just ridiculous amounts of armor late game. Like Archon Ruler with 30+ armor and 100+ HP. He's basically unkillable without Reaper doing a shredding Banish into him, and then a pistoleer following up with what amounts to 6 shots on top of Rupture . So I've been missing Shredder Ammo from Long War a lot. This will do nicely.
MrShadow Apr 27, 2018 @ 12:45pm 
Yeah Acid lasts 2 turns by default. But poison can last up to 5 turns it only has a guarantee to last 1 turn with a % chance to dissipate after the first turn and higher % every turn after. On average poison will normally last 2 to 3 turns, doing 1 poison a turn. I think I've only ever see poison last the full 5 turns once or twice.
Hotl3looded  [author] Apr 27, 2018 @ 12:06pm 
@Lux nm I just checked in the code and burn/acid burn lasts 2 turns, poison lasts 5 turns. You can see all that info in the config file XComGameCore (ctrl+f "turn")
Hotl3looded  [author] Apr 27, 2018 @ 11:57am 
@Lux I think by default all status effects last for 2 turns unless you reapply them