XCOM 2
WOTC Make Heals Persist
55 Comments
VitaminBlitz 21 Sep, 2024 @ 4:35am 
What do you think about making Medic class from [WOTC] Proficiency Class Pack comparable with this mod?
Dragons Mage 18 Aug, 2024 @ 6:38pm 
I wanna say that I was adding Rusty's Psionics to this mod and the instructions included in this mod helped immensely 10/10
LightenedDark 27 Jun, 2024 @ 9:10pm 
Dropping in to say that https://gtm.steamproxy.vip/sharedfiles/filedetails/comments/2992629950 works for those hunting for Flawless missions ;)
The Professor 26 Feb, 2024 @ 11:07am 
This 👇
Obi Dog Kenobi 19 Feb, 2024 @ 6:25pm 
I love how this is just a digital camo but designed to look like a heal icon XD
Fediani4 19 Jan, 2024 @ 8:17am 
Commander from Knox Proficiency Plugin got the ability called "You are not done yet", that restores 2 hp to a single ally. I am really dense and can't really figure how to add that. And I am unsure if that is really worth adding here, as it is technically more of a morale boost.
RockSmacker 19 Feb, 2023 @ 10:44pm 
Using this with Udaya's "SPARK Repair Fix" mod as well as Mechatronic Warfare. Currently what I've done is add 3 heal definitions, one for 4/8 repair, one for 5/9 and one for 6/10. Hopefully this works but would appreciate if someone else who's got it working with those two mods posts their method as well.
IceColdHeart 3 Jan, 2023 @ 1:44am 
please add Sparks heal/repair persist. :)
SuperDigga 3 Dec, 2022 @ 6:58am 
Would anyone know how to make the regen from adaptive bone marrow gene mod to work or has done it?
CharliePryor 18 Nov, 2022 @ 5:18pm 
It appears as though this mod is nullifying the wounds from Covert Infiltrations. When a soldier comes back with a wound from a covert op.. they instantly don’t. It’s healed already.

Anyone know how to make this mod ignore that?
khumak 21 Oct, 2022 @ 12:32pm 
This works fine with LWOTC, although IMO the default setting of heals keeping 100% at the end is too strong. I set mine to 50% so healing your troops is still helpful without being able to get flawless missions every time even when your troops are near death. I'm not using any class mods other than LWOTC.
Kanario97 19 Oct, 2022 @ 8:04am 
If you use the Pharmacist class, add this to the config file XComWotcMakeHealsPersist.ini:

; Pharmacist Mod
HealingDefinitions[10]=(TemplateName="SG_RecoveryStim", PerUseHP=6,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)
Mr.Pink 18 Jun, 2022 @ 10:09pm 
Yep, can confirm not working. Had a technical who was healed just before evac, was wounded for 8 days. Perhaps krj12 would be kind of enough to take a quick look ... pretty please ;-)
Benthien 24 May, 2022 @ 1:39pm 
Would anyone playing lwotc with the playable aliens mod, know how to add faceless regeneration?
Marcus 9 May, 2022 @ 11:37am 
No this is not working, had 3 soldiers healed before leaving the mission, and still showed up as wounded back at base.
Zero 23 Feb, 2022 @ 7:28pm 
no, it was normal specialist using the first medic skill.
In a normal mission the mod worked fine tho
krj12 (Ken)  [author] 23 Feb, 2022 @ 2:04pm 
shouldn't really matter, was your healer some kind of non-standard class?
Zero 23 Feb, 2022 @ 8:47am 
Mod didn't work for me. but maybe it was because it was the avenger mission and the healer was one of the reinforcements. my best soldier gonna be out of comission for 41 days, ouch.
Bunbun 1 Feb, 2022 @ 8:16pm 
@drumax2000 indeed, not sure if this works with healing charges from the class of cato's chimera classes. Think it uses the same charges as the proficiency ones.
Drumax 23 Jan, 2022 @ 2:39pm 
Anyone able to configure this mod to work with the Field Medic in [WOTC] Proficiency Class Pack?
krj12 (Ken)  [author] 2 Dec, 2021 @ 6:35pm 
I've noticed this happen on occasion with spark units, but not consistently. Looking at the code, it does seem to want to consider the unit to still be injured if it entered the mission injured, even if you healed it all the way up in the course of the mission. That might be it.
Bardmaster 2 Dec, 2021 @ 2:31pm 
This mod still ignores SPARK healing in the battlefield from any source (nanomedkits and SPARK repair ability). I see entries in the ini for these, but it doesn't appear to be working.
Haywire 16 Oct, 2021 @ 6:37pm 
Forgot this one. I think this should work but will have to test. Kinda conditional.

; Standard Heal From Valkyrie
HealingDefinitions[13]=(TemplateName="OdinBlessing", PerUseHP=6,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)
Haywire 3 Oct, 2021 @ 2:05am 
Update: This seems to working for the Valkyrie/Mercy class mod.

; Standard Heal From Valkyrie
HealingDefinitions[11]=(TemplateName="HealingStream", PerUseHP=4,IncreasedHealProject="BattlefieldMedicine",IncreasedPerUseHP=6,MultiTarget="N",BonusAbility="",BonusAmount=0)

; Standard Heal From Valkyrie
HealingDefinitions[12]=(TemplateName="SelfTreatment", PerUseHP=3,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)
Haywire 27 Sep, 2021 @ 2:04pm 
Does anyway have the Definitions for this to work with the Valkyrie/Mercy class mod? Thanks!
huntersorce20 12 Sep, 2021 @ 3:56pm 
does this mod work with it's just a scratch v2?
TreSPassR 10 Sep, 2021 @ 10:59pm 
@Snipe, I could be wrong, but I'd guess that you would take what @Vaultwulf typed, and where it says "RustyPsiHeal" you would put "RecoveryStim" instead. Also @KHFreack, I'd assume it'd be the same for Valkyrie's "HealingStream" as well.
Vaultwulf 4 Aug, 2021 @ 8:56am 
To make this work with [WOTC] Rusty's Psionic add:

HealingDefinitions[#]=(TemplateName="RustyPsiHeal", PerUseHP=6,IncreasedHealProject="BattlefieldMedicine",IncreasedPerUseHP=8,MultiTarget="N",)

Make sure the [#] is one more than the entry above: For example if there are 9 entries before tthis new one make it HealingDefinitions[10]=

Thanks to RustyDios for providing me with this! I thought I would share it here for those of you using this wonderful mod by krj12
Snipe 20 Jun, 2021 @ 1:45pm 
Anyone know how to use this with being healed by a stim blaster, Pharmacist class? Great mod, thanks.
AI is Better Than You 6 May, 2021 @ 6:11pm 
Can anyone confirm if this mod is compatible with [WOTC] Gremlin Revamp? (It implements scaling Gremlin heal from CV-MG-BM (4,5,6))
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1323729052

If not, are there any ini edits that can make them work?
Cal 10 Mar, 2021 @ 10:33am 
To make this work with Mechatronic Warfare add:

HealingDefinitions[10]=(TemplateName="RepairMW", PerUseHP=4,IncreasedHealProject="HeavyRepair",IncreasedPerUseHP=8,MultiTarget="N",BonusAbility="",BonusAmount=0)
tastiger841 10 Jan, 2021 @ 2:38am 
Happy New Year to you.

Is it possible to add support for the Bio Medikit from Bio Division 2.0?
Draconic Gaming 16 Aug, 2020 @ 10:30am 
Mechatronic Warfare changes the Repair Ability for SPARKs, meaning this mod doesn't work with the reworked repair ability added by that mod.
KHFreack 9 May, 2020 @ 4:03pm 
anyone has the lines for The Valkyrie Class Mod heals or do they work by default?
Blabba754 2 May, 2020 @ 11:48pm 
It would be nice to have this as well for Chimera Squad
Spynosaurs 25 Apr, 2020 @ 5:27pm 
@Private Godfrey buy the game on steam :P
Nova90 28 Feb, 2020 @ 2:43pm 
how do i add templar void conduit and soul steal work with this mod please?
Eeshton 18 Feb, 2020 @ 7:13am 
@Private Godfrey Google is your friend
Private Godfrey 10 Feb, 2020 @ 11:34pm 
Is there any way i can direct downloads these mods as no matter what i do steam will not downlad this mod as i subscribe to it :(
EvilNecroid 2 Feb, 2020 @ 8:42pm 
i dont know if its anything to do with this mod but if some1 gets hurt on that mission near the start of the game where u have to get the unstable power converter off that truck. they become wounded FOREVER
canadus 23 Jan, 2020 @ 3:55am 
Great mod,, thanks for making it :)
,, as i cant mod myself, i just want to give my +1 for adding "the The Support class's Combat medic training for its heal and medishot" just started using this class mod,, but i REALLY miss my persistent heals :)

cheers, and thanks again for this great mod :)
novo.win 19 Jan, 2020 @ 12:39pm 
Good job andnice work
LightenedDark 19 Jan, 2020 @ 11:21am 
I'm SO happy this mod got updated! Thank you krj12 very much for adding support to the most requested feature. I see that the heal grenade is not supported, probably for technical reasons. I understand but I'm curious about that. I have started a discussion to concatenate working .ini support from other users.

DStall, this mod can basically support that idea (or at least half of it). All you have to do is drastically increase the heal times in general and then lower this mod's Percentage value to your liking. Now healing the soldiers reduces their wound time, but not using a heal leaves them with a much longer recovery time. I won't be doing this, but it is very flavorful, and helps make the recovery time reduction on certain mod classes more useful.
LightenedDark 19 Jan, 2020 @ 11:19am 
Flaming Cheese, this mod could probably work with higher psi secondaries giving more healing. But it expects static integers for the BonusAbility part. A clear, tiered work-around might be doable using regenerative heals, but at that point you're better off just forking a submod.

@Dr.NDL, you'll have to add in the biomedkit into the ini and @Ganches there are plenty of difficulty increase mods out there. I'm considering with adding x4-10 enemies into my next campaign (yes, that means killing hundred of aliens every mission).

Now onto what I suspect to be trolling: StarDagger forgot about the shaken/will system in WotC (and didn't CTRL+F "percentage") and Deadput forgot that psiOps literally have magical psi healing in vanilla. I'm not going to address the haters of this wonderful mod any further.
dstaal 18 Jan, 2020 @ 7:26am 
Actually, the exact opposite would be interesting, and I think realistic: Healing times extend if you *don't* use medkits. That is: You get the healing times you get now if you've healed the soldier in the field, but if you didn't healing times are one step longer. (I'd probably be good to have some 'unless extracted within ~2 turns from wound' if possible.)
Flamingcheesepie 17 Jan, 2020 @ 11:49pm 
Also, how would I go about adding 2 different abilities that increase healing? Would it go

; Standard Medikit Heal
HealingDefinitions[1]=(TemplateName="MedikitHeal", PerUseHP=4,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="WOTC_APA_CertifiedCMT",BonusAmount=2)

; Standard Medikit Heal
HealingDefinitions[2]=(TemplateName="MedikitHeal", PerUseHP=4,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="LW2WotC_Savior",BonusAmount=4)

as in 2 different lines, or is there a way to keep them together?
Flamingcheesepie 17 Jan, 2020 @ 11:14pm 
How would you go about adding a heal that scales with Psi power?
Star¤Dagger 17 Jan, 2020 @ 5:03pm 
Yeah, they can do whatever they want with their game but I'd classify this as the largest buff possible +++++ Five pluses, since it accumulates over time, the longer you play, the more of a buff it is.

You'd need some major difficulty mods to rectify this, and even then you are cutting into the damage and recovery time even the most powerful enemies do (if they don't outright kill you)
Ganches 17 Jan, 2020 @ 10:07am 
This seems really overpowered, but people will balance their game in their own ways. I'm certain there's a group of people who would love this sort of mod.
jb99 17 Jan, 2020 @ 5:23am 
Fantastic work and thanks for making it so that all of us Commanders can set it up exactly as we like.