XCOM 2
Ericpar's HealBomb
38 件のコメント
Agane 3月14日 17時22分 
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 3月10日 2時28分 
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 1月14日 10時49分 
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 2024年9月16日 2時41分 
@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 2023年10月18日 7時30分 
@zin you ever find out if it works with LWotC and Field Medic?
zin 2023年4月26日 13時59分 
Anyone know if it works with Field Medic’s abilities (Proficiency Class Pack)?
zin 2023年4月3日 3時13分 
Also, anyone tested in LWotC?
zin 2023年4月3日 3時13分 
Would be great if it doesn’t heal SPARKs.
zin 2023年3月20日 11時36分 
I love this mod! Really glad it works with the Field Medic ability!
zin 2023年3月19日 12時00分 
@Bum_Azz_Gamer I’d be curious to see your mod list!
Dęąth Viper 2022年10月19日 16時56分 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
XpanD 2021年8月27日 8時44分 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up.
superman81906 2021年4月27日 0時09分 
How can I make it so it does not heal SPARKS?
JimmyTheCannon 2020年1月9日 12時37分 
Question - will this affect unis that are immune to explosions?
Snickerdoodle 2018年9月12日 19時06分 
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 2018年8月3日 22時41分 
is there any way to make it so that the smoke stays and provides either immunities to poison or constant healing?
Mice 2018年8月3日 18時04分 
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 2018年7月19日 1時43分 
@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  [作成者] 2018年7月18日 13時49分 
@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 2018年7月17日 18時14分 
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  [作成者] 2018年7月17日 15時30分 
@Redrumm You would have to unequip any other healing items. The grenade counts as a Medikit
Redrumm 2018年7月17日 10時53分 
I got a error when trying to equip on field medic saying can only have on healing item. Anyway around that?
Ericpar  [作成者] 2018年7月17日 7時18分 
@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 2018年7月17日 0時27分 
Will the ADVENT double agents unable to get healed if setting the heal bomb effect on hostiles is set to off?
Redrumm 2018年7月14日 10時47分 
Reminds me of the combat medic from star wars galaxies lol
p6kocka 2018年7月14日 2時26分 
@teh1archon
Yeah. Sounds cool.
teh1archon 2018年7月14日 1時49分 
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 2018年7月13日 20時03分 
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 2018年7月13日 20時00分 
cool
Ericpar  [作成者] 2018年7月13日 17時54分 
@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 2018年7月13日 17時54分 
Thanks for the info! Excellent mod, by the way!
Dev 2018年7月13日 17時38分 
Is it possible to make it configurable whether it stabilizes/revives/etc?
Rockfire ✘ 2018年7月13日 17時09分 
Oh how Ive missed you. Welcome back heal grenade.
Ericpar  [作成者] 2018年7月13日 16時29分 
@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  [作成者] 2018年7月13日 16時24分 
@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 2018年7月13日 16時06分 
May I ask how much it heals, and if it's configurable?
Cope Destroyer 2018年7月13日 14時24分 
its about time someone made a WOTC version of this.
ColtPiecemaker 2018年7月13日 11時10分 
Interesting, I like the idea!