XCOM 2
Ericpar's HealBomb
38 kommentarer
Agane 14 mar @ 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 mar @ 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 jan @ 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 sep, 2024 @ 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 okt, 2023 @ 7:30 
@zin you ever find out if it works with LWotC and Field Medic?
zin 26 apr, 2023 @ 13:59 
Anyone know if it works with Field Medic’s abilities (Proficiency Class Pack)?
zin 3 apr, 2023 @ 3:13 
Also, anyone tested in LWotC?
zin 3 apr, 2023 @ 3:13 
Would be great if it doesn’t heal SPARKs.
zin 20 mar, 2023 @ 11:36 
I love this mod! Really glad it works with the Field Medic ability!
zin 19 mar, 2023 @ 12:00 
@Bum_Azz_Gamer I’d be curious to see your mod list!
Dęąth Viper 19 okt, 2022 @ 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 aug, 2021 @ 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 apr, 2021 @ 0:09 
How can I make it so it does not heal SPARKS?
JimmyTheCannon 9 jan, 2020 @ 12:37 
Question - will this affect unis that are immune to explosions?
Snickerdoodle 12 sep, 2018 @ 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 aug, 2018 @ 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 aug, 2018 @ 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 jul, 2018 @ 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  [skapare] 18 jul, 2018 @ 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 jul, 2018 @ 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  [skapare] 17 jul, 2018 @ 15:30 
@Redrumm You would have to unequip any other healing items. The grenade counts as a Medikit
Redrumm 17 jul, 2018 @ 10:53 
I got a error when trying to equip on field medic saying can only have on healing item. Anyway around that?
Ericpar  [skapare] 17 jul, 2018 @ 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 jul, 2018 @ 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 jul, 2018 @ 10:47 
Reminds me of the combat medic from star wars galaxies lol
p6kocka 14 jul, 2018 @ 2:26 
@teh1archon
Yeah. Sounds cool.
teh1archon 14 jul, 2018 @ 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 jul, 2018 @ 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 jul, 2018 @ 20:00 
cool
Ericpar  [skapare] 13 jul, 2018 @ 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 jul, 2018 @ 17:54 
Thanks for the info! Excellent mod, by the way!
Dev 13 jul, 2018 @ 17:38 
Is it possible to make it configurable whether it stabilizes/revives/etc?
Rockfire ✘ 13 jul, 2018 @ 17:09 
Oh how Ive missed you. Welcome back heal grenade.
Ericpar  [skapare] 13 jul, 2018 @ 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  [skapare] 13 jul, 2018 @ 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 jul, 2018 @ 16:06 
May I ask how much it heals, and if it's configurable?
Cope Destroyer 13 jul, 2018 @ 14:24 
its about time someone made a WOTC version of this.
ColtPiecemaker 13 jul, 2018 @ 11:10 
Interesting, I like the idea!