XCOM 2
WOTC Make Heals Persist
55 件のコメント
VitaminBlitz 2024年9月21日 4時35分 
What do you think about making Medic class from [WOTC] Proficiency Class Pack comparable with this mod?
Dragons Mage 2024年8月18日 18時38分 
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 2024年6月27日 21時10分 
Dropping in to say that https://gtm.steamproxy.vip/sharedfiles/filedetails/comments/2992629950 works for those hunting for Flawless missions ;)
The Professor 2024年2月26日 11時07分 
This 👇
Obi Dog Kenobi 2024年2月19日 18時25分 
I love how this is just a digital camo but designed to look like a heal icon XD
Fediani4 2024年1月19日 8時17分 
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 2023年2月19日 22時44分 
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 2023年1月3日 1時44分 
please add Sparks heal/repair persist. :)
SuperDigga 2022年12月3日 6時58分 
Would anyone know how to make the regen from adaptive bone marrow gene mod to work or has done it?
CharliePryor 2022年11月18日 17時18分 
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 2022年10月21日 12時32分 
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 2022年10月19日 8時04分 
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 2022年6月18日 22時09分 
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 2022年5月24日 13時39分 
Would anyone playing lwotc with the playable aliens mod, know how to add faceless regeneration?
Marcus 2022年5月9日 11時37分 
No this is not working, had 3 soldiers healed before leaving the mission, and still showed up as wounded back at base.
Zero 2022年2月23日 19時28分 
no, it was normal specialist using the first medic skill.
In a normal mission the mod worked fine tho
krj12 (Ken)  [作成者] 2022年2月23日 14時04分 
shouldn't really matter, was your healer some kind of non-standard class?
Zero 2022年2月23日 8時47分 
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 2022年2月1日 20時16分 
@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 2022年1月23日 14時39分 
Anyone able to configure this mod to work with the Field Medic in [WOTC] Proficiency Class Pack?
krj12 (Ken)  [作成者] 2021年12月2日 18時35分 
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 2021年12月2日 14時31分 
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 2021年10月16日 18時37分 
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 2021年10月3日 2時05分 
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 2021年9月27日 14時04分 
Does anyway have the Definitions for this to work with the Valkyrie/Mercy class mod? Thanks!
huntersorce20 2021年9月12日 15時56分 
does this mod work with it's just a scratch v2?
TreSPassR 2021年9月10日 22時59分 
@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 2021年8月4日 8時56分 
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 2021年6月20日 13時45分 
Anyone know how to use this with being healed by a stim blaster, Pharmacist class? Great mod, thanks.
1v7 King 2021年5月6日 18時11分 
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 2021年3月10日 10時33分 
To make this work with Mechatronic Warfare add:

HealingDefinitions[10]=(TemplateName="RepairMW", PerUseHP=4,IncreasedHealProject="HeavyRepair",IncreasedPerUseHP=8,MultiTarget="N",BonusAbility="",BonusAmount=0)
tastiger841 2021年1月10日 2時38分 
Happy New Year to you.

Is it possible to add support for the Bio Medikit from Bio Division 2.0?
Draconic Gaming 2020年8月16日 10時30分 
Mechatronic Warfare changes the Repair Ability for SPARKs, meaning this mod doesn't work with the reworked repair ability added by that mod.
KHFreack 2020年5月9日 16時03分 
anyone has the lines for The Valkyrie Class Mod heals or do they work by default?
Blabba754 2020年5月2日 23時48分 
It would be nice to have this as well for Chimera Squad
Spynosaurs 2020年4月25日 17時27分 
@Private Godfrey buy the game on steam :P
Nova90 2020年2月28日 14時43分 
how do i add templar void conduit and soul steal work with this mod please?
Eeshton 2020年2月18日 7時13分 
@Private Godfrey Google is your friend
Private Godfrey 2020年2月10日 23時34分 
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 2020年2月2日 20時42分 
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 2020年1月23日 3時55分 
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 2020年1月19日 12時39分 
Good job andnice work
LightenedDark 2020年1月19日 11時21分 
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 2020年1月19日 11時19分 
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 2020年1月18日 7時26分 
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 2020年1月17日 23時49分 
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 2020年1月17日 23時14分 
How would you go about adding a heal that scales with Psi power?
Star¤Dagger 2020年1月17日 17時03分 
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 2020年1月17日 10時07分 
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 2020年1月17日 5時23分 
Fantastic work and thanks for making it so that all of us Commanders can set it up exactly as we like.