XCOM 2
Ericpar's HealBomb
38 kommenttia
Agane 14.3. klo 17.22 
Yep it does *not* remove bleeding out even on a regular soldier, nor does it stabilize if when it's set to True, sadly
Agane 10.3. klo 2.28 
If +HEALBOMB_REMOVESTATUS = True, then the bomb should stabilize people who are knocked out and bleeding right? Didn't have a soldier to try it on yet but I threw it on Denmother on her rescue mission(first retal) and it didn't do anything to her - maybe she's excluded?
Fuklebark 14.1. klo 10.49 
They work in LWoTC, but have a frustrating interaction with the medkit. They count as a healing item so you can't equip both this and a medkit at the same time, making using them on Field medics pointless.
Epic Dovahkiin 16.9.2024 klo 2.41 
@zin i'd assume setting +HEALBOMB_EFFECTSROBOTICS = False would be all that's needed to stop it from healing sparks as they are listed as robotic
Itsmuddy 18.10.2023 klo 7.30 
@zin you ever find out if it works with LWotC and Field Medic?
zin 26.4.2023 klo 13.59 
Anyone know if it works with Field Medic’s abilities (Proficiency Class Pack)?
zin 3.4.2023 klo 3.13 
Also, anyone tested in LWotC?
zin 3.4.2023 klo 3.13 
Would be great if it doesn’t heal SPARKs.
zin 20.3.2023 klo 11.36 
I love this mod! Really glad it works with the Field Medic ability!
zin 19.3.2023 klo 12.00 
@Bum_Azz_Gamer I’d be curious to see your mod list!
Dęąth Viper 19.10.2022 klo 16.56 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
XpanD 27.8.2021 klo 8.44 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up.
superman81906 27.4.2021 klo 0.09 
How can I make it so it does not heal SPARKS?
JimmyTheCannon 9.1.2020 klo 12.37 
Question - will this affect unis that are immune to explosions?
Snickerdoodle 12.9.2018 klo 19.06 
YOU ARE A FUCKING LEGEND, I HAVE BEEN WAITING FOR A MOD LIKE THIS. The previous modders who made this type of mod did not update for WOTC but you did. Fucking Thank you

Suggestion: make it a smoke grenade but nevertheless, THANK YOU :steamhappy:
Mice 3.8.2018 klo 22.41 
is there any way to make it so that the smoke stays and provides either immunities to poison or constant healing?
Mice 3.8.2018 klo 18.04 
this mod made me think that there could be a niche for a medic support grenade user (think like the one in the original Long War in xcom ew) where he's basically buffing allies with grenades while slightly healing them over time with these
Rost Kurt 19.7.2018 klo 1.43 
@Ericpar, please add effect of medical mist with an action at times (as a smoke grenade) and by periodic treatment. There is old mod https://sp.zhabite.com/sharedfiles/filedetails/?id=659011549
Ericpar  [tekijä] 18.7.2018 klo 13.49 
@Redrumm. Interesting. I was able to get the "Cannot equip more than one healing item" error with my Specialist. I have not specifically targeted the Field Medic class from Shiremct's mod. When I refer to Field Medic in my item description I mean the Specialist ability "Field Medic" which gives 2 more Medikits.
Redrumm 17.7.2018 klo 18.14 
Whats really strange tho is my specialist can equip healing bomb and medkit but Shiremct's field medic won't let me equip it with medkit. I figured you added some kind of restriction for balancing.
Ericpar  [tekijä] 17.7.2018 klo 15.30 
@Redrumm You would have to unequip any other healing items. The grenade counts as a Medikit
Redrumm 17.7.2018 klo 10.53 
I got a error when trying to equip on field medic saying can only have on healing item. Anyway around that?
Ericpar  [tekijä] 17.7.2018 klo 7.18 
@SentySent. If the unit is on your team you shouldn't have a problem. Double agents will be healed no matter what. The point of the hostile heal is that enemy units will also be heald if in the radius
SentySent 17.7.2018 klo 0.27 
Will the ADVENT double agents unable to get healed if setting the heal bomb effect on hostiles is set to off?
Redrumm 14.7.2018 klo 10.47 
Reminds me of the combat medic from star wars galaxies lol
p6kocka 14.7.2018 klo 2.26 
@teh1archon
Yeah. Sounds cool.
teh1archon 14.7.2018 klo 1.49 
Add an option (either via MCM or just by messing with the ini files) that if a heal grenade hit the Lost (and maybe psi-zombies too) it damages them a la "cure spells damage undead" from D&D, Final Fantasy and other RPGs that have this trick.
花兔 13.7.2018 klo 20.03 
You can make one Smoke Granades / Bombs: Throw a smoke granade / bomb do not break concealment. All units on the effect area gains concealment. The concealment is lost after 2 turns. Also, all affected units lose 75% of sight radius 1 turn.
花兔 13.7.2018 klo 20.00 
cool
Ericpar  [tekijä] 13.7.2018 klo 17.54 
@Deviathan Whale. Currently the feature of stabilize and remove status effect has not been added. I will put that on the list of things to add
Wet Dog Squad 13.7.2018 klo 17.54 
Thanks for the info! Excellent mod, by the way!
Dev 13.7.2018 klo 17.38 
Is it possible to make it configurable whether it stabilizes/revives/etc?
Rockfire ✘ 13.7.2018 klo 17.09 
Oh how Ive missed you. Welcome back heal grenade.
Ericpar  [tekijä] 13.7.2018 klo 16.29 
@Korbis. Any changes you make to the XComHealBomb.ini unfortunatly will not be reflected in the descriptions of weapons. You can manualy change the description in the mods' Localization file XComGame.int.
Ericpar  [tekijä] 13.7.2018 klo 16.24 
@Korbis By default, the base heal values are 4HP and 6HP for the Grenade and Bomb. These values are effected by anything that modifes the Medkit Heal ability. I think there is a technology upgrade that increases healing effects.

Both values are configurable in the XComHealBomb.ini
HEALBOMB_PERUSEHP for Grenade
HEALBOMBMK2_PERUSEHP for Bomb

Thanks for asking, keep the questions comming
Wet Dog Squad 13.7.2018 klo 16.06 
May I ask how much it heals, and if it's configurable?
Cope Destroyer 13.7.2018 klo 14.24 
its about time someone made a WOTC version of this.
ColtPiecemaker 13.7.2018 klo 11.10 
Interesting, I like the idea!