XCOM 2
LW2 Field Medic Soldier Class
129 Comments
VS-lockon May 21, 2023 @ 6:41am 
is there a lwoct one as well or this just for lw2
shiremct  [author] Feb 14, 2021 @ 3:16pm 
Go to my workshop page or search for Proficiency Class Pack - The Field Medic is there, along with a full set of other classes.
lolcatjunior Feb 14, 2021 @ 2:08pm 
@shiremct Where is it?
shiremct  [author] Feb 14, 2021 @ 12:16pm 
The WOTC version has been out for years. A LWotC-specific version is never coming, but brigadier ranks can be added via config fairly easily.
lolcatjunior Feb 14, 2021 @ 12:12pm 
I guess the WOTC version is never coming...
HATERADE Jul 30, 2020 @ 4:35am 
@shiremct, I love this class, it was always one of my LW2 favs. I love your proficiency pack, but I prefer the LW rank progression, so I use classes that go to "brigadier." Is it possible to get a stand alone release of this in WOTC? Would greatly appreciate it if possible!
Nithoniniel Jan 24, 2020 @ 8:11am 
I decided to check this out myself instead with some console commands. Turns out that Reposition seems to overwrite Hit and Run, so that idea didn't work unfortunately. I'll have to figure out another solution there.
Nithoniniel Jan 23, 2020 @ 3:45am 
Yes, I found it and it worked perfectly. Thank you for the help!

I don't want to be a bother but I have another question. I have a class built around mobility and flanking, sort of like the Scout from the first game, and I've had them start with 'Hit and Run'. My feeling is that it has made them overpowered in the early game, so I'm thinking about borrowing another skill and have them start with 'Reposition', with the possibility of upgrading to 'Hit and Run'. Do you know how those two would play together? It wouldn't really work as I intend if the Soldier ends up able to shoot AND move an extra time when flanking.
shiremct  [author] Jan 21, 2020 @ 2:30pm 
Emergency Aid is one of the abilities that has a separate version. 'LW2_APA_EmergencyAid' is the name of the ability that does NOT have the medic's proficiency tied to it.
shiremct  [author] Jan 21, 2020 @ 7:26am 
Yea, all of the abilities at each breakpoint grant the proficiency level boost as an additional ability. In the WOTC version, I improved this implementation to rely on rank rather than tied to specific abilities, but the old implementation is still present here. There are a few abilities that have AWC versions without the proficiency tie-in, but I can't remember if Emergency Aid is one of them.

If you go to the mod folder and look at the XComGame.int file in the Loc folder, you can see the names and descriptions of all the abilities. Maybe there is an independent version there.
Nithoniniel Jan 21, 2020 @ 4:44am 
Excellent mod, however I have a bit of an issue. I liked some of the abilities for this class so I decided that one of my custom ones could benefit from them as well. One of my soldiers with that class just got the Emergency Aid ability, and now that I played with her she somehow had Medical Specialist 2 show up once I was in a mission. I only wanted her to be able to quickly apply a medkit.

I'm not very good with scripting so I'm having a hard time understanding how that happened, so I figured I'm better off asking here. Is the Emergency Aid ability scripted to provide the second stage of Medical Specialist or how did this happen?
shiremct  [author] Mar 23, 2019 @ 3:53am 
If you swap out the Arc-Thrower skills and use the community highlander, it may work in vanilla. I haven't tested it myself but others have said this works.
kenanthebarbarian Mar 23, 2019 @ 12:10am 
Excellent looking mod. Think it would be difficult to convert for vanilla with LWPP? Maybe it would only require swapping out any LW2-specific abilities? (I know nothing about modding beyond basic .ini edits.)
oXTMoneyXo Jan 28, 2019 @ 8:37pm 
In all honesty, I'm surprised you answered. Glad you still answer. :D Thank you!
shiremct  [author] Jan 22, 2019 @ 9:21pm 
Yes, the Field Medic has a Revive skill that can revive bleeding out or unconscious soldiers. They automatically get access to this ability once they reach proficiency level 2.
oXTMoneyXo Jan 22, 2019 @ 7:45pm 
Is it possible to have it where he can wake up an unconscious solider, or is that just for the goblins can do?
Snoup Sniddly Nov 5, 2018 @ 3:56am 
Was so iffy about adding a class mod to my game, but after going through the OP I gotta say I'm pretty convinced you've made a balanced and interesting class mod :D Will give a try
UMebius ™ Jul 27, 2018 @ 7:34am 
@Shiremct thanks, that solved it. Great class !
shiremct  [author] Jul 27, 2018 @ 6:37am 
I think it is LW2_APA_Medic, but can't double check atm. You can find the class names in the classdata.ini file as well if that doesn't work.
UMebius ™ Jul 27, 2018 @ 1:11am 
Hey Shiremct, I wanna use the Console Command to change a soldier's class to field medic, however, I can't find the correct class_name for it, I tried Medic, FieldMedic, etc etc. Do you know whats the name for it ?
shiremct  [author] Feb 23, 2018 @ 8:41pm 
I wasn't aware of any issues with using the original one? Is something not working as expected?
Hydrorox Feb 23, 2018 @ 1:44am 
Hey man, could you do a WOTC version to the Stabilize Me! mod?
shiremct  [author] Jan 12, 2018 @ 12:55am 
Onji Dec 21, 2017 @ 5:11am 
That's too bad, what a loss for us. Ok thanks for the reply.
shiremct  [author] Dec 19, 2017 @ 9:58am 
No, I never got the changes published. Long story short, I was reworking everything to make the class work with or without LW2, which required bringing the LW2 Secondaries out to their own pack, which lasted into WOTC, which shifted my focus.

I think you can set the Non-Combatant damage penalty to 0 in the config files, but you wouldn't get the cool Medivac perk or the other changes mentioned in the redesign. Sorry!
Onji Dec 19, 2017 @ 6:26am 
Hi I posted in the balance feedback thread but I wasn't certain if you read that anymore. Did you by chance make those changes you had listed in the design/balance feedback thread somewhere, they seem really fun. I like the idea of Field Medic, but I haven't really felt the implementation is as good as the idea. For instance, in this class I think the biggest hindrance in my opinion is "Non-combatant". I don't feel it's ever worth it to bring a soldier that deals less base dmg on it's shots. I prefer in most instances to bring a rookie with an smg and a grenade and medkit. But other than that I think a lot of your abilities are unique and really well thought out. So yeah I was interested in playing a field medic that doesn't just use remote heal.
Militus Immortalis Nov 24, 2017 @ 1:09pm 
Super glad to hear it'll be there for WOTC soon! A lot of great mods weren't moved over, sadly.
VEF215 Nov 20, 2017 @ 9:05pm 
Cool mod but revive doesn't work, can't revive a stabilized teammate on the ground, thus making the class not worth using (already a struggle to compete with a medical specialist who can stay put and heal everyone from good cover)
shiremct  [author] Nov 13, 2017 @ 9:31am 
With the latest WOTC Community Highlander update, the last obstacles to updating this class to WOTC have been knocked out. I have to finish up coding on 4-5 abilities, create a few icons, and do some testing/balancing/cleanup. Soon!
Ikrani Oct 20, 2017 @ 8:06am 
Think you could make a non-LW2 version of this mod, for WotC or otherwise?
SgtoPereira>>> Sep 13, 2017 @ 12:16pm 
Hello. I really like your mod (it's amazing!) and you plan to make a version of this one for "War of the Chosen"? Thank you!
azairvine Sep 6, 2017 @ 9:48pm 
Thank you for the information about having to create a new project to edit the .uc files. I think I'll stick to butchering for now! I've completed the classes now so I'll play them and see how they go. I'd be happy to share them with you, but I'm not sure I could publish them as it's brutal and blatant butchering! I reckon it would probably work if I added the class mods I've referenced under "Required Items" - but I just don't think it's an accepted tactic in the modding community! LOL

One day I might actually learn how to mod properly.
shiremct  [author] Sep 6, 2017 @ 9:46pm 
Correct, Free you get regardless whether you have a medkit equipped or not (gets added to your total in both situations).

So Free +1 and Bonus +1 will result in 1 if no medkit is equipped and 3 if one is (1 free, 1 from item, and 1 bonus from having the item equipped)
azairvine Sep 6, 2017 @ 9:43pm 
OK sorted it - just reworked my tree. Home stretch now. Are you able to explain the different in the following vars please:
MED_III_FREE_MEDKITS
MED_III_EQUIPPED_MEDKITS_BONUS
MED_III_MEDKIT_HEAL_BONUS

Equipped is self explanatory. Is Free for if you don't equip a medkit? Heal Bonus is extra HP per heal?
shiremct  [author] Sep 6, 2017 @ 9:28pm 
A full build has to be imported into the mod tools in a new project and compiled to make changes. In addition to the AbilitySet class (.uc = Unreal Class, I think) you need any additional classes/scripts that it relies on to define the effects, conditions, etc. Basically everything in the mod's Config, Content, Localization, and Src folders when you download it would have to be put into a new ModBuddy project to successfully rebuild.

This mod also relies on some stuff from LW2/CommunityHighlander so you also have to add some files to ModBuddy's build library so that the compiler knows they exist to build against (see this )
azairvine Sep 6, 2017 @ 9:17pm 
Good news is - in testing it seems that having Combat Conditioning (LC), Quality of Care (C), and Emergency Aid (S) all down the left side of the tree doesn't trigger multiple instances of the Medical Specialist Lv 2. It just triggers it once at the Lance Corporal promotion, which is one sooner than you have set it in this mod.

Still leaves me with the problem of it not triggering Lv 2 down the middle or right branches, but I can either just deal with it or restructure my tree and put those three back along the Corporal branch.

I've spent so many days trying to get this to work I'm about sick of it! Thanks so much for your help! =)
azairvine Sep 6, 2017 @ 9:04pm 
I started using ModBuddy to create my 3 classes, but outside of the perk .uc and the .ini files I have no idea about what other .uc files I need, or how to code them - so I just gave up and created .inis referencing perks in this mod, Richards, Spec-Ops, and LW2.

OMG I was doing some harcore .uc text butchering for hours last night and wondering why I wasn't getting a different result! I don't even understand the language, just maaaaaayyyyyybe recognise little snippets of code and guess with changes. UGH!

Thanks for telling me about that or I'd still be banging my head against the wall!
azairvine Sep 6, 2017 @ 9:00pm 
Feeling like a bit of an idiot right now. I'd forgotten that a revival charge uses a medkit charge - so the game would've been crapping itself when I had the revival boost vars set higher than the overall medkit charges :/

I'm just going to have some trouble with Lv 2 of the Medical Specialist as my Corporal level now has:
Quality of Care
Rapid Fire
Ever Vigilant

I read in the code something about bypassing the stabilise for Restorative Mist? Does that code work? It's a pain in the ass having to stabilise everyone who's bleeding out before using that perk. Kind of feels like you're trying to run with your legs cut off!

OMG seriously? The .uc can't be text edited? LOLz! That's likely what's been causing all my issues then! Oh bugger, that's going to cause issues with my redistribution of the perks then isn't it. Oh bollocks! Is it possible to load a single .uc file, edit, then compile? Or does it have to be park of a complete class mod?
shiremct  [author] Sep 6, 2017 @ 8:55pm 
For this version, the proficiency levels are tied directly to the abilities, so switching them around in the tree can result in weird things. If you are updating things in the .uc files in your own mod, you can adjust this as necessary (and just in-case because i've seen many people not aware of it, but .uc files can't just be text-edited, they have to be compiled in ModBuddy for the changes to take effect).
shiremct  [author] Sep 6, 2017 @ 8:54pm 
Okay, I see what you meant by the Additional Abilities comment - At first, just for organization, I tried to add Revive ability from the level 2 proficiency ability, which is itself added as an additional ability from the granting abilities (Combat Conditioning, etc.) That's the part of nested Additional Abilities that wouldn't work, so from Combat Conditioning, I had to do this:

// Grants Medical Specialist level 2
Template.AdditionalAbilities.AddItem('LW2_APA_MedicalSpecialist2');
Template.AdditionalAbilities.AddItem('LW2_APA_MedkitRevive');

Rather than adding MedSpecialist2 which then did its thing and ALSO added Revive, I had to add them both from the first level ability. That one specific function was the part that didnt seem to work when nested, but everything else did. That shouldn't be interfereing in any way with .ini edits or even code edits. I left that part in there commented out so I wouldn't forget and try it again later somewhere else.
azairvine Sep 6, 2017 @ 8:25pm 
Also for my custom mod I'd put Quality of Care, Combat Conditioning, and Emergency Aid as Lv 2-4 in the left tree. I half thought that maybe it would trigger extra revival charges for each Lv progression, but it didn't. Just at the prescribed Lvs in "Medical Specialist".
azairvine Sep 6, 2017 @ 8:25pm 
@shiremct
I went deep on butchering the code in the .uc after I found the .ini var edits weren't working. I'll resub and try again.

I actually copied your code into an offline mod, disabled your online version and enabled the offline version with .ini edits. I thought that there might've been a conflict with the offline files incorrectly referencing the online files even though they weren't enabled - so I changed vars in both. No matter what I change them to though I don't get a result other than 2 on the revival icon. Mind you, I didn't test it to see if it was literally two charges available.

I didn't touch the medkit charges values though - that may be the issue.

I was thrown by your code in the .uc because for Lv II the code states that nested code wouldn't work, but then the code existed in Lv II.
shiremct  [author] Sep 6, 2017 @ 7:22pm 
If you use the X2CommunityHighlander and the LWPP, it may work without LW2 (But definitely not with WOTC). Edit the XComClassData.ini to switch out the arc-thrower and the associated skills for the pistol and you may be good to go. I haven't done any real testing with this, but in theory it should work and a few people have commented saying it worked okay for them.

The highlander is required for some of the skills to function that reduce healing time post mission.
(MarinoKadame)箇駄目まりの Sep 6, 2017 @ 6:20pm 
Would be great to have a version of it for the LWPP only instead of Long War 2. I guess it would need a new secondary weapon for it to work, otherwise itt will give some missing 'Loc LOCFriendlyName' for 'None' for the missing skill for the secondary weapon.
shiremct  [author] Sep 6, 2017 @ 6:00pm 
@Major Chafe, I'm glad to hear you've been able to learn a lot from the code here! I spent a lot of time formatting and commenting it to hopefully be useful to others :)

I just tested the .ini variables and they work as expected. Putting 2 & 3 charges resulted in 5 charges total.

The revive skill shares charges with regular medkit abilities, so to be able to use them all, you need to equip a medkit or increase the free medkit charges as well. When you were testing did the number of charges on the revive ability update, you just weren't able to use more than 2? If so, that might be your issue, especially if you were doing some testing where you aren't typically bothing with normal loadouts. By default the class gets 2 free medkits to match the 2 free revives.

If the charges weren't updating at all, there may be something wrong with your config file. Try refreshing it by un- and re-subbing. Let me know how it goes.
azairvine Sep 6, 2017 @ 6:06am 
@shiremct
Love the mod mate. It's really helped me to complete my own first soldier class mods. I'm stuck on one last little issue though! No matter what I do I can't get more than 2 revivals on a fully speced out soldier. I've changed the values of the vars in the XComLW2_APA_SoldierSkills.ini to no avail.

I had a look through the coding in the X2Ability_LW2_APA_MedicAbilitySet.uc file and I can see you had a little trouble coding the revives. Does the line Template.AdditionalAbilities.AddItem('LW2_APA_MedkitRevive'); embedded in the perk function declarations ultimately overwrite itself and not refer to any of the vars set in the .ini?

I would just really like to have one revival at Squaddie, 3 at Stage II and 5 at Stage III. or maybe 2 @ Stage II & 3 @ Stage III.

Would greatly appreciate your help!
Hungry Lion Sep 3, 2017 @ 3:18pm 
Can this work for just long war perk pack?
Captain Ron! ⚓ Sep 2, 2017 @ 9:19pm 
Yea, I really wanted my specialist to be pure hacker and have a seperate medic class. I enjoyed the non-LW one immensly so here's hoping for a WOTC, nonLW version in the future. =) Especially since the other nonLW field medic one hasn't been touched in 2 years. =(
Ravnius Sep 1, 2017 @ 10:09am 
I greatly appreciate you putting in the work to convert the mod. My biggest gripe in the base game is that the hackers and medics pull double duty.
shiremct  [author] Aug 30, 2017 @ 7:16am 
Yes, most definitely. I am but a novice, so it will take me a little longer than some of the legends pumping out updates already ;)

I'm still trying to wrap my head around the new code base, but I'm expecting that I will still need the hooks from the Community Highlander and were going to need a new promotion UI to replace the LWPP, so a few other things need to be created or updated before I can update everything for WotC. I'm currently working on taking care of the Arc-Thrower (will also need the highlander updated).

I'm not sure what's going to happen for non-WotC. On the one hand, that update is almost complete for this class... I don't plan on maintaining multiple versions going forward, but I may try to finish that up and release it also, but no promises...