XCOM 2
[WOTC] Rusty's Alchemist
122 kommentarer
Haless 25. dec. 2024 kl. 0:26 
hehe a nice voice pack for this class: Dr Thrax
RustyDios  [ophavsmand] 15. mar. 2024 kl. 11:15 
should work fine midgame
MizKai 15. mar. 2024 kl. 4:46 
i see. doeas it also work in midgame? or have to start over?
RustyDios  [ophavsmand] 15. mar. 2024 kl. 1:27 
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 15. mar. 2024 kl. 0:10 
does this work with lwotc?
Glitch 17. feb. 2024 kl. 20:20 
Is there an imput for the command MakeSoldierAClass?
RustyDios  [ophavsmand] 13. jan. 2024 kl. 2:37 
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 12. jan. 2024 kl. 20:11 
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  [ophavsmand] 3. okt. 2023 kl. 18:37 
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 2. okt. 2023 kl. 11:34 
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  [ophavsmand] 1. okt. 2023 kl. 12:44 
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 1. okt. 2023 kl. 5:45 
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  [ophavsmand] 26. juli 2023 kl. 16:17 
Not designed for LWotC no
Fooliscious 26. juli 2023 kl. 14:29 
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
The Fat Wolf 16. mar. 2023 kl. 3:41 
Ohh okay, thanks~ ^w^
RustyDios  [ophavsmand] 16. mar. 2023 kl. 3:41 
You build one in the proving grounds after doing the Bitterfrost Protocol project (from the Bitterfrost Protocol mod)
The Fat Wolf 16. mar. 2023 kl. 3:37 
So how do you get a Freeze Thrower doing this? o.o
RustyDios  [ophavsmand] 2. jan. 2023 kl. 20:30 
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 2. jan. 2023 kl. 20:06 
Medispray does not work.
RustyDios  [ophavsmand] 29. dec. 2022 kl. 3:39 
the class is called RustyAlchemist internally
Zedonova Nova 28. dec. 2022 kl. 19:47 
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  [ophavsmand] 29. mar. 2022 kl. 17:20 
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 29. mar. 2022 kl. 17:03 
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.
WeeWooJ316 19. sep. 2021 kl. 13:43 
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  [ophavsmand] 19. sep. 2021 kl. 13:35 
This mod is NOT required or needed in an RPGO setup
WeeWooJ316 19. sep. 2021 kl. 13:17 
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  [ophavsmand] 19. sep. 2021 kl. 13:12 
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.
WeeWooJ316 19. sep. 2021 kl. 12:42 
How do you keep this from auto picking the soldier's class with Commander's Choice active?
XpanD 26. aug. 2021 kl. 8:29 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for making this.
Bearalaika 22. aug. 2021 kl. 7:27 
Ah fair enough. Thank you
RustyDios  [ophavsmand] 21. aug. 2021 kl. 18:03 
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
Bearalaika 21. aug. 2021 kl. 14:35 
I meant more so class abilities applying to the under barrel flame thrower
RustyDios  [ophavsmand] 21. aug. 2021 kl. 14:12 
No, I don't think so. I have no idea if there are under-barrel attachments for Chemthrowers, never needed to try it
Bearalaika 21. aug. 2021 kl. 13:55 
Does this also work with Iridar's underbarrel weapons?
TheDuke37 12. aug. 2021 kl. 10:09 
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  [ophavsmand] 12. aug. 2021 kl. 9:31 
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 12. aug. 2021 kl. 9:02 
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  [ophavsmand] 22. juli 2021 kl. 4:36 
Yes. Check the required mods descriptions ... ..... ....
CairnWD 22. juli 2021 kl. 3:41 
Is there an RPGO specialization for this?
DuMa 26. juni 2021 kl. 13:17 
Denne kommentar afventer at blive analyseret af vores automatiske indholdskontrolsystem. Den er midlertidigt skjult, indtil vi bekræfter, at indholdet ikke er skadeligt (f.eks. links til websider, som forsøger at stjæle oplysninger).
RustyDios  [ophavsmand] 17. apr. 2021 kl. 13:37 
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 17. apr. 2021 kl. 13:25 
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  [ophavsmand] 9. apr. 2021 kl. 4:09 
@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 8. apr. 2021 kl. 23:54 
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 17. mar. 2021 kl. 14:22 
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  [ophavsmand] 17. mar. 2021 kl. 13:14 
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 17. mar. 2021 kl. 11:56 
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  [ophavsmand] 17. mar. 2021 kl. 11:36 
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 17. mar. 2021 kl. 11:23 
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 7. mar. 2021 kl. 6:42 
That is excellent. Really, really great mod. Thanks for getting back to me and being so helpful, Rusty! Have a great day dude.