XCOM 2
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Immolator + Chemthrower Abilities
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202.425 MB
Nov 22, 2019 @ 12:15pm
May 5 @ 7:31pm
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Immolator + Chemthrower Abilities

Description
Adds the Immolator - a basic fire chemthrower - to the game. It's a primary weapon that does low aoe damage and sets things on fire. It also has overwatch, in case you want to immolate your foes on their turn.

Upgraded by cannon schematics. Basic version should be available even in ongoing campaigns, but if you've already built higher-tier cannon schematics it could get a bit messy.

Chemthrowers have their own weapon category. To enable use of them on more classes add the following to the class template you want to use them:
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="chemthrower")

Also adds Canisters: a secondary weapon type that grants the equipped chemthrower an additional ability with limited charges. Please note that they're only useable alongside a chemthrower. There are 9 varieties, and the weakest two are granted as starting items.
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="canister")

Chemthrowers have seven unique weapon upgrades that can be randomly manufactured in the proving ground, or dropped as part of a purifier's corpse loot. They cannot use the vanilla upgrades.

Also adds twenty eight new abilities for use with chemthrowers. If using RPGO, they are arranged into four new specializations: Flametongue, Plague Doctor, Tyrant and Alchemist.

Thermal Shock, Unstable Reaction and Dissonant Energies can be configured to show up as an AWC abilities. The rest all need chemthrowers to function.

Weapon Fixes is needed to enable the abilities to apply burning. This is to enable higher tiers to apply a stronger burn.

With contributions from a whole pile of super cool people:
Specialization's icon by Ketaros. Chemical Storm's Icon by Palvonis Interactive.
Functionality of Auto-Refueling Tanks and Sentinel Frames by Musashi (his autoloader and stock, respectively)
Canister Model thanks to Σ3245 & [OG]CombatMedic02
New Canister textures and Inventory Icons, PG Project images by NeIVIeSiS
Canister Tintmap stuff, breakthrough images by RustyDios
Animation, socket improvements by Iridar
Chinese Translation by Erus艾鲁斯
Russian Translation by Aks
Popular Discussions View All (4)
10
Jun 22, 2022 @ 8:56pm
PINNED: Upgrades & Canisters
Mitzruti
4
Nov 29, 2019 @ 10:21pm
PINNED: Specializations
Mitzruti
1
Oct 30, 2023 @ 3:31am
Simplified Chinese Translation
廣東陳奕迅
263 Comments
Kawapatch 8 hours ago 
Hello! I wanted to ask/confirm if it's possible to disable the weapon upgrade proving ground projects via the config? I had a look through and couldn't find anything that serves as a definitive toggle (I may be blind so fair warning haha). If it can't be done in config, could proving ground project templates be removed via another mod? Not aware of any off the top of my head, unless something like Iridar's Template Master is capable of doing that? Cheers for any help in advance!
Langollion May 14 @ 11:41am 
Hello Rustydios, thank you for your quick response. No problem, the damage still works as it should.
Thanks for the great mod!!
RustyDios May 13 @ 4:35pm 
Currently there is no fix. There either work/animate or they don't.
It's suspected to be a map issue.
Langollion May 13 @ 2:11pm 
Hello everyone, I've read through all the pages several times, but couldn't find how to fix the missing animation on the canisters. Can someone please explain this again?
Soulfire72 Apr 5 @ 2:52am 
I find the Fumigate ability (that removes DoT effects) doesn't function correctly with the Quickburn ability when using an Arsonist, as it still uses up an action when it's supposed to be a free action. Is there a way to make Fumigate work with Quickburn? Playing LWOTC Mod Jam
Mask Mar 11 @ 9:00am 
I checked the mod, it is referenced as "chemthrower" which is the same as the class' primary weapon. I didn't understand what to change. Can you help?
Mitzruti  [author] Mar 4 @ 11:24am 
@Mask
you have iridar's immolator thing that adds the flametorch as the starter chemthrower?
most likely cause is that mod class loadouts still have the original one, so one is being added to their inventory every time the default loadout is applied.

to fix, head into the class mod's config and change the loadout to instead reference whatever the flametorch's template name is.
Mask Mar 4 @ 9:44am 
Yes, I have Musashi's Mod Fixes. Still couldn't figure out when or why this is happening.
XpanD Mar 4 @ 8:40am 
Are you using Musashi's Mod Fixes? You may have a mod that needs that installed on top. (its page only briefly mentions weapons, but from what I remember it fixed some dupe issues with the mods it targets as well)
Mask Mar 4 @ 7:07am 
Got something weird going on for me. Immolator is adding up in my inventory on its own for some reason. I now have 15 immolators, didn't build any. xD