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Proficiency Plugin : Field Alchemist v1.3
   
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Jul 19, 2022 @ 3:05pm
Apr 1, 2024 @ 6:07pm
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Proficiency Plugin : Field Alchemist v1.3

In 1 collection by MrCloista
Modpocalypse: Beyond Legendary - streamed campaign
460 items
Description
V1.3: See Change Notes

What is This?

This class is built to fill a much requested gaps in Proficiency classes - Chemthrower users. It is inspired by and heavily influenced by Rusty's Alchemist. Like Rusty's Alchemist, and the Advent Purifier it shares it's primary weapon with, the Field Alchemist is designed to be on the front lines.

IMPORTANT NOTE
The Field Alchemist is UNABLE to be trained in the GTS, and has a reduced spawn weight for Rookie Promotions.
However, a config has been added so the Rescue Resistance Leader mod chain can award Field Alchemists, up to a max of 2 in the barracks.

Proficiency: Health & Safety

Level I - Gained at Squaddie/Ignitor (Rank 1)
  • Chemical Deflector - Gain immunity to the damage types of the equipped Chemthrower and Canister.
  • Low Profile - Half cover gives as much defence as full cover.
  • Gain +2 Ablative (Shield) HP - total 2.

Level II - Gained at Sargeant/Yangin (Rank 3)
  • Thermal Bulwark - Activating a Chemthrower ability grants a chance to deflect incoming attacks. Fumigate and Medispray also apply this effect to thier targets.
  • Evasive - At the end of each turn, gain a bonus of +1 Dodge per tile moved up to a maximum bonus of +10.
  • Gain +2 Ablative (Shield) HP - total 4.

Level III - Gained at Major/Cinza (Rank 6)
  • Desolate Homeland - While standing in an enviromental effect, become immune to mental effects and gain damage reduction based on chemthrower tech level.
  • Chemical Bastion - Chemical Deflector also provides the same immunities for the Alchemist's squadmates if they are within range.
  • Gain +2 Ablative (Shield) HP - total 6.

Loadout
  • Primary
    - Chemthrower/Immolator/Xenolator. A Primary flamethrower (or 'other' thrower if using Xenolators). Modelled on the Purifier's flamer.
  • Secondary
    - Canister. Provides charges of certain special abilities depending on type.
    - Sawed-Off Shotgun. For up close emergency damage
    - Pistol. For consistent damage.
    - Combat Knife. For melee vs fire immunes.

Class Trees
Utility
Control
Damage
PCP Unlock
IGNITOR
Roving Chemist
Fine Control
Viscous Accelerant
Proficiency: Health & Safety
ARSONIST
Fumigate
Chemthrower Suppression
Specialised Counter-Agent
--
YANGIN
Medi-Spray
Pressure Blast
Corroding Compounds
Improved Health & Safety I
PYRO
Incandescence
Oppressive Heat
Searing Magnesium
--
FOHJUKA
Support Grenadier
Concussion Grenades (sapper version)
Fulmination
--
CINZA
Expanded Canister
Particulate Haze
Valley Of Death
Improved Health & Safety II
PURIFIER
Team Spirit
Nightmare Fuel
Chemical Storm
--

Random Decks
Rank 1.-Rank 3
  • Thermal Shock
  • Unstable Reaction
  • Blast Padding
  • Phantom
  • Ever Vigilant
  • Dissonant Energies

Rank 4 - Rank 6
  • Volatile Mix
  • Lightning Reflexes
  • Burning Rush
  • Roaring Flames
  • Untouchable
  • Combat Conditioning

Ability Scores
At Colonel, the Field Alchemist has the following stat increases:
  • Will +10
  • HP +8
  • Dodge +15
  • Mobility +4
  • Aim +15

Compatibility/Known Issues

Credits
  • RustyDios - For Rusty's Alchemist which this proficiency version is based on, and the modpreview (as usual).
  • Shiremct - Proficiency Class Pack & LW2 Secondaries, which this adds to/requires.
  • Mitzruti - for Immolator & Chemthrower Abilities.
  • MEME Discord regulars - for being an awesome bunch who always show great support to our modders.

Enjoy!! If you like what I do, please Buy my Cats a Bag of Treats[/url[www.buymeacoffee.com]
89 Comments
ZJwh5S Apr 25 @ 12:08pm 
@RustyDios

(continued)

I'm still confused about why only Medispray has this issue but not any of the other chemthrower abilities. In particular these lines in the log:

Adding overriden Ability MedikitHeal for override MZMedispray
Adding overriden Ability NanoMedikitHeal for override MZMedispray
Adding overriden Ability GremlinHeal for override MZMedispray
No config for MZMedispray found. Using config for override ability GremlinHeal instead
Removing MZMedispray cause no matching items found

seems to indicate that GremlinHeal is being used as a substitute for MZMedispray for some reason and a config like:

+AbilityWeaponCategories=(AbilityName=GremlinHeal, WeaponCategorySetName=X)

might also fix the issue (where "X" is a set consisting of both gremlinlike items along with chemthrowers).

Not sure why GremlinHeal is being used a substitute, but maybe I shouldn't worry about it too much since at least directly assigning MZMedispray to Chemthrowers works fine.
ZJwh5S Apr 25 @ 12:08pm 
@RustyDios

Yeah I realized I couldn't remove ATSR because I play with True Primary Secondaries so I added:

+AbilityWeaponCategories=(AbilityName=MZMedispray, WeaponCategorySetName=Chemthrowers)

and that ended up working.
RustyDios  [author] Apr 25 @ 11:30am 
But yeah, likely an AtSR issue. It can be a bit over-zealous in some instances as rather than "leave for vanilla-code to figure out" when it can't match a perk<>weapon, AtSR removes the perk entirely
RustyDios  [author] Apr 25 @ 11:28am 
you can also ADD the following to ATSR configs;

---
[AbilityToSlotReassignment.AbilityToSlotReassignmentLib]
+WeaponCategorySets=(WeaponCategorySetName=Chemthrowers, WeaponCategories=(chemthrower))

+AbilityWeaponCategories=(AbilityName=MZMedispray, WeaponCategorySetName=Chemthrowers)
---

which might fix the issue
ZJwh5S Apr 25 @ 6:31am 
@MrCloista

I'm already running Musashi's Mods Fixes (with default config). I have fiddled with ATSR config at some point although nothing related to chemthrowers that I can remember. I'll try reverting to default config on ATSR or removing ATSR altogether and see if they solves the issue without breaking anything else.
MrCloista  [author] Apr 25 @ 6:22am 
ATSR is known for causing issues like this if you are not running Musashi Mod Fixes by Iridar. Try either adding that mod or removing AtSR @ZJwh5S
ZJwh5S Apr 25 @ 4:46am 
@RustyDios

I don't know if this info will help. But it seems to be related to AbilityToSlotReassignment mod and looking for a config specifically for reassigning the GremlinHeal ability(?) for some reason.

I'm happy to answer questions if you want to investigate further. Thanks.
ZJwh5S Apr 25 @ 4:44am 
[10678.06] AbilityToSlotReassignment: FinalizeUnitAbilitiesForInit [Krishna, None, 9167] Override Ability RDChemthrower_ArcCutter_F
[10678.06] AbilityToSlotReassignment: GetInventoryItemsForCategory MZBlastCanister X2WeaponTemplate canister canister
[10678.06] AbilityToSlotReassignment: FinalizeUnitAbilitiesForInit [Krishna, None, 9167] Patching MZRovingChemistTrigger to eInvSlot_SecondaryWeapon [MZBlastCanister, None, 452853]
[10678.06] AbilityToSlotReassignment: FinalizeUnitAbilitiesForInit [Krishna, None, 9167] No config for MZMedispray found. Using config for override ability GremlinHeal instead
[10678.06] AbilityToSlotReassignment: FinalizeUnitAbilitiesForInit [Krishna, None, 9167] Removing MZMedispray cause no matching items found
ZJwh5S Apr 25 @ 4:44am 
Override Ability WOTC_APA_ZombieClawSlash
[10678.06] AbilityToSlotReassignment: FinalizeUnitAbilitiesForInit [Krishna, None, 9167] Override Ability WOTC_APA_ArcWaveRend
[10678.06] AbilityToSlotReassignment: FinalizeUnitAbilitiesForInit [Krishna, None, 9167] Override Ability IRI_TemplarShield
[10678.06] AbilityToSlotReassignment: FinalizeUnitAbilitiesForInit [Krishna, None, 9167] Override Ability SprayMrC
[10678.06] AbilityToSlotReassignment: FinalizeUnitAbilitiesForInit [Krishna, None, 9167] Override Ability RDChemthrower_DirectJet_F
[10678.06] AbilityToSlotReassignment: FinalizeUnitAbilitiesForInit [Krishna, None, 9167] Override Ability RDChemthrower_LargeWall_F
ZJwh5S Apr 25 @ 4:43am 
[10678.06] AbilityToSlotReassignment: FinalizeUnitAbilitiesForInit [Krishna, None, 9167] Override Ability MZMedispray
[10678.06] AbilityToSlotReassignment: FinalizeUnitAbilitiesForInit [Krishna, None, 9167] -> Override Ability MZMedispray found on soldier
[10678.06] AbilityToSlotReassignment: FinalizeUnitAbilitiesForInit [Krishna, None, 9167] ->Adding overriden Ability MedikitHeal for override MZMedispray
[10678.06] AbilityToSlotReassignment: FinalizeUnitAbilitiesForInit [Krishna, None, 9167] ->Adding overriden Ability NanoMedikitHeal for override MZMedispray
[10678.06] AbilityToSlotReassignment: FinalizeUnitAbilitiesForInit [Krishna, None, 9167] ->Adding overriden Ability GremlinHeal for override MZMedispray
[10678.06] AbilityToSlotReassignment: FinalizeUnitAbilitiesForInit [Krishna, None, 9167] Override Ability BladestormAttackPrimary
[10678.06] AbilityToSlotReassignment: FinalizeUnitAbilitiesForInit [Krishna, None, 9167]