XCOM 2
LW2 Field Medic Soldier Class
shiremct  [developer] Apr 4, 2017 @ 6:04pm
Bugs and Issues
Please post here with any issues.

Known Issues
  • Flyover messages for Revive are doubled
  • The range preview for Anti-Venom Stims sometimes highlights fewer tiles than intended (ability's actual effects still work as intended though)
  • Revive returns all action points to a unit and can currently be abused - I need to figure out how to subtract any actions used that turn from the actions it returns.
Last edited by shiremct; May 17, 2017 @ 9:00am
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Showing 1-15 of 16 comments
Omen May 16, 2017 @ 2:19pm 
When I set a soldier in the character pool to be a field medic, the soldier isn't carrying a weapon (like what happens when you uninstall a class mod that the soldier was set to). Might be a mod conflict. Wipe the mod load file I'll mess with the load order.
shiremct  [developer] May 17, 2017 @ 5:28pm 
Thank you very much, both for bringing the issue to my attention and pointing me to the source of the problem. This should be corrected now.
Last edited by shiremct; May 18, 2017 @ 2:55pm
Om3ga-Z3ro May 26, 2017 @ 7:34am 
I have a little issue, it's more of a funny graphical bug. When you use Revive on a Bleeding out unit, they stand up. When you command them to move, they take 2 steps and then they fall like their leg's gave out on them or they have forgot to human, they are constantly like that and it slows down the game because it takes them awhile to get their position that you told them to.
The nanomedikit is not counted as a healing item by your class, and does not receive additional charges from the proficiency perks. I'm not sure what might be causing this, but I am pretty sure it's a bug.
Last edited by potential energy nonbeliever; May 27, 2017 @ 9:24am
shiremct  [developer] May 27, 2017 @ 3:09pm 
@Om3ga-Z3ro, do you see this happening everytime you use Revive or just once or occasionally? If it's just once or occasionally, it may be a vanilla bug that happens occasionally. I'm not 100% sure, but I suspect it's something to do with people getting shot in interupt states (i.e. running an overwatch). If it is the vanilla bug, a save and reload fixes it. If you are seeing it often, let me know.

@Spacemann Whiff, thanks for the report, I just checked this out and you are correct. This is going to be a tricky one to fix, so for now, just avoid using nano-medkits with this class. You lose out on the +2HP healing from the nano-medkit, but it's not game-breaking for the class with it's other healing bonuses. I'll try to work on a fix for it next week. Thanks!
Cornelian May 30, 2017 @ 11:24am 
Hello, haywire protocol on gremlins classes becomes a free action when i activate this class mod. Weird...
shiremct  [developer] May 31, 2017 @ 8:25pm 
Thanks for the report, I thought that was odd but had no idea my mod was causing it. I think the actual action point cost is still the same, it's just changing the icon color - or more accurately, interfering with the LW2 icon color changing listener for some reason, i think. I'll have a fix in the next version for it.
Cornelian Jun 1, 2017 @ 12:32am 
Yes, i did not try the haywire protocol in that mission (no robotic enemies). So it could be only the icon color. I will wait for the next version to resub. Thanks.
shiremct  [developer] Jun 1, 2017 @ 7:52pm 
Update has been pushed - should be fixed now. Thanks!
Cornelian Jun 2, 2017 @ 7:15am 
All seems good now! Thank you again!

I have to say i like very much the noncombatant perk, and as i have already a combat medic class available (with shogun loadout) in my pool of 20+ classes, i will tweak a little this one : exit secondary arcthrower and perks, and i will replace some combative perks (run&gun, rapidfire, killzone with some other weaker ones to fit a very specific role.
shiremct  [developer] Jun 2, 2017 @ 10:25am 
Glad you are enjoying it! You should have no trouble replacing any of those abilities, just be careful with the ones that grant proficiency bonuses (specifically Combat Conditioning/Fire Support Training in your case) as the proficiency bonuses are tied directly to the perks at that level.
Cornelian Jun 2, 2017 @ 12:08pm 
Ok. I don't plan to touch all your custom perks at all, for now just replace Run&Gun and Rapid fire by Sprint and Hip Fire from Richard's Rifleman, remove the secondary and perks as i think the secondary for this medic noncombatant is his firstaid kit. Steadyhands in place of Electroshock, coolunderpressure for killzone, fullkit & tactical sense at GSGT level. But i have to see the impact of fullkit on him, perhaps at GSGT level it is a bit too earlier. ;-)
Ashtero Jun 18, 2017 @ 11:08am 
I started a new game with many mods, so I'm not sure that it is your mod's fault, but my game crashed three times in a row. The last few lines in log are like this:

[0438.30] ScriptLog: LW2_APA_Medic - Attempting to override ability icon color for: HoloTarget
[0438.30] ScriptLog: LW2_APA_Medic - Attempting to override ability icon color for: 1329
[0438.30] ScriptLog: LW2_APA_Medic OnOverrideAbilityIconColor : HoloTarget

My last actions were simply observing the map. My squad was without medic. But there was a soldier with holotargeter.
Ashtero Jun 18, 2017 @ 1:32pm 
Nevermind, turned off your mod but game still crashes. But this script log seems sucpicious to me, maybe you should look into it.
Glassia The Tower Jul 12, 2018 @ 10:08pm 
Do you know if there's a way to run this mod using the LW perk pack? I like having a second medic, along with my Specialist, but it won't work using just the perk pack for me.
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