XCOM 2
[WOTC] Rusty's Alchemist
122 Comments
Haless Dec 25, 2024 @ 12:26am 
hehe a nice voice pack for this class: Dr Thrax
RustyDios  [author] Mar 15, 2024 @ 11:15am 
should work fine midgame
MizKai Mar 15, 2024 @ 4:46am 
i see. doeas it also work in midgame? or have to start over?
RustyDios  [author] Mar 15, 2024 @ 1:27am 
a) any class should work in LWotC, so yes
b) will it have the brigadier rank, pistol row or LW-style xcom row... no, not without editing the config
c) a LWotC design-focused similar alternative is Kiruka's Arsonist
MizKai Mar 15, 2024 @ 12:10am 
does this work with lwotc?
Glitch Feb 17, 2024 @ 8:20pm 
Is there an imput for the command MakeSoldierAClass?
RustyDios  [author] Jan 13, 2024 @ 2:37am 
Perks for this class are all handled by the Immolator pre-req mod. Medispray has 100% worked in the past, and this mod hasn't been updated in quite some time. So something else is likely interfering
Diedn'tgo Jan 12, 2024 @ 8:11pm 
The Medispray ability is not usable and does not appear in missions when learned by a soldier. It also prevents any medikits the soldier has from being used to heal others.

However, if I use the console command GiveAbility MZMedispray I am suddenly able to see and use the ability as normal, along with any extra charges gained from equipping medikits
RustyDios  [author] Oct 3, 2023 @ 6:37pm 
If you are using my Chemthrower Addons mod there is a console command RustyFix_ToolBox_Alchemists that should give you '5 of everything' ...

If not you can use the command AddItem xxxTEMPLATENAMExxx to add each chemthrower ((might need to use WeaponSkinReplacer's WSRAddItem command instead - it's more powerful than the base game version))
The Template name is MZImmolator_ and then the suffix CV/MG/BM depending on tier
Lyfaën Oct 2, 2023 @ 11:34am 
Thanks. But I have already purchased the cannon schematic beam upgrade, that's the issue :). Any way to undo the upgrade, force upgrade on chem, make the upgrade dissociated from cannon?
RustyDios  [author] Oct 1, 2023 @ 12:44pm 
Iirc the chemthrower should upgrade at the same time as cannon schematics are purchased. Unless you are playing something like LWotC or CI which will need bridges for finite-item building
Lyfaën Oct 1, 2023 @ 5:45am 
Hi, thank you for this great mod (and very well coded).
Is it possible to upgrade chemthrower midgame? And I have already researched cannon beam and upgrade them... Any code, or any cheat line for this? :)
RustyDios  [author] Jul 26, 2023 @ 4:17pm 
Not designed for LWotC no
Fooliscious Jul 26, 2023 @ 2:29pm 
Is this class not meant to have a mst sgt level? it maxes out the level prior so you can't send it on chosen missions in the resistance ring
Stolas Mar 16, 2023 @ 3:41am 
Ohh okay, thanks~ ^w^
RustyDios  [author] Mar 16, 2023 @ 3:41am 
You build one in the proving grounds after doing the Bitterfrost Protocol project (from the Bitterfrost Protocol mod)
Stolas Mar 16, 2023 @ 3:37am 
So how do you get a Freeze Thrower doing this? o.o
RustyDios  [author] Jan 2, 2023 @ 8:30pm 
Thankyou for the bug report ... It worked when I last played before the festive season, it is one of my favourite methods of AoE healing.... I will investigate when I am able
JurassicIan Jan 2, 2023 @ 8:06pm 
Medispray does not work.
RustyDios  [author] Dec 29, 2022 @ 3:39am 
the class is called RustyAlchemist internally
Zedonova Nova Dec 28, 2022 @ 7:47pm 
When I used the rebuild command it says "alchemist" class does not exist. I have all the required mods for it, and when I go to skirmish mode I see the class in the game when I select the class. Just that in the console command in starting a new campaign game I cannot rebuild a rookie of another class into alchemist. The other issue is that I checked to make sure the mods where all enabled at launch screen. Is the class lableled alchemist in the .ini? I just wanted some clarity on that or do I need to do some digging here?
RustyDios  [author] Mar 29, 2022 @ 5:20pm 
Well, it'll be the otherway around and the Resistance Warfare Ranks would be overriding these.....
Either way, it is controlled by the localisation files, XComGame.int, feel free to edit it in any decent text editor (like notepad++ or VSCode)
JurassicIan Mar 29, 2022 @ 5:03pm 
Is it possible to turn off the custom ranks? Im thinking its conflicting with the Resistance Warfare Ranks mod, as its not doing anything for me.
WeeWoo316 Sep 19, 2021 @ 1:43pm 
For some odd reason, I translated that as this mod just streamlining the other one for RPGO but that this mod just didn't need to be converted. Now this wee brain understands. XD
RustyDios  [author] Sep 19, 2021 @ 1:35pm 
This mod is NOT required or needed in an RPGO setup
WeeWoo316 Sep 19, 2021 @ 1:17pm 
I meant that with the Secondwave option active, I can't actually choose to be Alchemist on my own. It auto-promotes & with the chance so high, Most of my soldiers end up as Alchemists. So the way to fix that is in the other mod?
RustyDios  [author] Sep 19, 2021 @ 1:12pm 
In RPGO, using the secondwave option? ... read the mod description FAQ section...

For the standalone Commanders Choice mod?.. not a clue, I don't use it.
WeeWoo316 Sep 19, 2021 @ 12:42pm 
How do you keep this from auto picking the soldier's class with Commander's Choice active?
XpanD Aug 26, 2021 @ 8:29am 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for making this.
Bearoness Aug 22, 2021 @ 7:27am 
Ah fair enough. Thank you
RustyDios  [author] Aug 21, 2021 @ 6:03pm 
Ah, then no I don't think so either. This mod is basically the class framework around Mitzruti's Immolator+Abilities ... I literally done zero work on the abilities used here, they all from the brilliance of Mitzruti.

So you would get a better answer by asking Mitzruti over on that mod... but I don't think they apply to the UBFT
Bearoness Aug 21, 2021 @ 2:35pm 
I meant more so class abilities applying to the under barrel flame thrower
RustyDios  [author] Aug 21, 2021 @ 2:12pm 
No, I don't think so. I have no idea if there are under-barrel attachments for Chemthrowers, never needed to try it
Bearoness Aug 21, 2021 @ 1:55pm 
Does this also work with Iridar's underbarrel weapons?
TheDuke37 Aug 12, 2021 @ 10:09am 
Well whenever i use it, the smoke is shown on the ground and everything is normal, except it doesn't actually "Say" that my guys are under smoke. There's no green arrows, and no noticeable changes. Again i don't know if this mod has anything to do with it. I'm just checking because you never know
RustyDios  [author] Aug 12, 2021 @ 9:31am 
This mod just using the abilities and equipment given in the base Immolator mod. Think of this one as purely the class framework for the base mod.

What is inconsistent about the canister ? The visuals are known to glitch out sometimes, but the game-play effects should always work in my experience
TheDuke37 Aug 12, 2021 @ 9:02am 
Smoke canister doesn't seem to consistently work. I don't know if its this mod but it doesn't work as of recently.
RustyDios  [author] Jul 22, 2021 @ 4:36am 
Yes. Check the required mods descriptions ... ..... ....
CairnWD Jul 22, 2021 @ 3:41am 
Is there an RPGO specialization for this?
DuMa Jun 26, 2021 @ 1:17pm 
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RustyDios  [author] Apr 17, 2021 @ 1:37pm 
The classdata looks fine to me, and the copy on the workshop looks good too (I done a fresh download). Is it possibly you have the class disabled through either RPGO settings or Disable Any Class configs ?
Skarsatai 2.0 Apr 17, 2021 @ 1:25pm 
Hello RustyDios. Tonight I wanted to train in the gts the alchemist as a new rookie. But the class is not there anymore. is there by any chance an error in the Xcomclass.ini lately? or is it my config ( I have alot of classmods ). I used to have the class but it is gone. are there more missing it ?
RustyDios  [author] Apr 9, 2021 @ 4:09am 
@Thane_Ragnar
Yes, go into the XComMZChemthrower.ini config file and change the following lines to false;
ThermalShock_CrossClass
UnstableReaction_CrossClass
DissonantEnergies_CrossClass
Thane_Ragnar Apr 8, 2021 @ 11:54pm 
Is it possible to prevent these Perks to be given to the base/hero classes as Bonus Perks?

Abilities=( (AbilityName="MZThermalShock"), \\
(AbilityName="MZUnstableReaction"), \\
(AbilityName="MZDissonantEnergies")

Every single Soldier in my Rooster got the Thermal Shock Perk and some got Dissonant Energies on top of that.
Gabriel Cooper Mar 17, 2021 @ 2:22pm 
oooh gotcha, that's awesome though, thanks for taking interest in my silly suggestion, you and Mitzruti make amazing mods, they are so cool and quite a few of them are dripping with flavor which i personally greatly appreciate.

Hopefully it works out, i'm using your chemthrower addon so i will be able to use and test out that canister whatever/if it comes out ^^
RustyDios  [author] Mar 17, 2021 @ 1:14pm 
The way the Canisters work I'm not sure that the middle-ground (utility-item canisters) is achievable from a utility slot. The weapon type just doesn't work with any type of utility-ammo item, which is why the canisters had to be created.

I can possibly attempt the multi-can idea, and if I managed that it would go into my Chemthrower Addons mod. I'll also pitch the idea to Mitzruti, and if he can do it, it'll go into the base mod :)

Although this mod prominently uses the weapons is it just the class framework.
Gabriel Cooper Mar 17, 2021 @ 11:56am 
could be a interesting chosen weapon to be honest, having a canister with all effects but maybe it doesn't deal much damage as a result.

But yeah, i don't think i can install the dedicated pistol slot mod unfortunately, seems to be incompatible with like 3 mods i use.

A option to have limited-range cans as utility items could be interesting, i mean i personally prefer the multican idea, but i could see the utility-item cans being a good middle ground between 1 can effect and all of them.
RustyDios  [author] Mar 17, 2021 @ 11:36am 
In this mods default state you should be able to equip double Canisters by using the Dedicated Pistol Slot mod.... although if you also run with SPARK Arsenal there may be limits to the number of canisters one person can equip from that mods settings.

Equipped this way the canisters overlap/clip like crazy but it does give you both effects.

A 'multican' would be a cool idea though.. like half range, but a quick 'one-shot' of any type of damage....
Gabriel Cooper Mar 17, 2021 @ 11:23am 
heya! absolutely love the mod, especially all the cool flamethrowers and canister stuff, incredibly fun to use!

i was wondering if there's a way to allow soldiers to carry multiple canisters? maybe using the utility sidearm mod? though i'm not sure how it would work with all the different canisters and such.

I know that would 100% break balance, but it would be fun to have one flamethrower guy be able to shoot any type of damage.
Retro Mar 7, 2021 @ 6:42am 
That is excellent. Really, really great mod. Thanks for getting back to me and being so helpful, Rusty! Have a great day dude.