XCOM 2
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Knox's Proficiency Port: Pharmacist
   
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1 Aug, 2022 @ 4:24am
1 Apr @ 7:11pm
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Knox's Proficiency Port: Pharmacist

Description
A port of the amazing Pharmacist Class by Favid into a new Proficiency Class. (Favid's Pharmacist is not required for this mod)

Wielding Bullpups and their own custom Stim Gun, Pharmacists support their team by providing bonuses to their allies, healing them, or poisoning their enemies.

Healing Rework:
Healing has been reworked to provide more healing over time, but less applied instantly. This was made to differentiate it more from Field Medic. The previous Magnetic and Beam tier Stim Guns were changed to the Conventional tier model until they get a proper retexture. They keep their previous weapon projectile.

Proficiency: Stim Pouch
Rank 1:
  • Can gain up to 2 Poison Stacks, which can be used to fire Venom Stims, gain additional Poison Stacks when you Hunker Down. Start missions with max Poison Stacks.
  • Gain Recovery - Fire a Stim that can heal allies, it heals a small amount of HP based off Stim Gun tier and provides health over time.
  • Gain Stabilizing Stim - Fire a Stim that Stabilizes bleeding out allies. Takes from Recovery Stim charges.
  • Gain Stimulate.
  • Gain 2 Mobility.
Rank 2:
  • Increased Maximum Poison Stack by 1 (up to 3).
  • Gain Neurotoxin - Venom Stims now disorient targets.
  • Gain Savior - Heal an additional point of health with your Stim Gun.
  • Gain 15 Dodge.
Rank 3:
  • Increased Maximum Poison Stack by 1 (up to 4).
  • Gain Pins and Needles - Venom Stims deal a small amount of damage based off your Stim Gun tier.
  • Gain Lingering Effects - Provides extra healing over time for Recovery Stims.
  • Gain 5 Defense.

Class Trees:
Doctor - Perks that keep the Pharmacist's allies in the fray with recovery stims.
Assistant - Perks that give the Pharmacist ranged abilities and support stims.
Dealer - Perks that improve the Pharmacist's Combat capabilties and venom stims.

Doctor:
  • (Sq): Stim Pouch - Gain the ability to gain Poison Stacks, can be regained by Hunkering Down
  • (Cpl): Survivor
  • (Sgt): Anti-Venom Stims
  • (Lt): Quick Stim - The next stim is a free action.
  • (Cpt): Over the Counter - Gain 2 extra Recovery Stims.
  • (Maj): Triage
  • (Col): Combat Clinic - Fire a Recovery Stim at all allies you can see, including the user.

Assistant:
  • (Sq): Dedication
  • (Cpl): Adrenaline Rush
  • (Sgt): Focus Stim - Fire a Stim at an ally that provides bonus Aim for 2 turns.
  • (Lt): Stiletto
  • (Cpt): Nitro Stim - Fire a Stim at an ally that provides bonus Crit and Mobility for 2 turns.
  • (Maj): Flatline
  • (Col): Cold Blooded

Dealer:
  • (Sq): Venom Stim - Fire a Stim that poisons a target, costs 1 Poison Stack.
  • (Cpl): Low Profile
  • (Sgt): Fire First
  • (Lt): Increased Dosage - Venom Stim's poison deals additional damage.
  • (Cpt): Toxic Cloud - Fire a Venom Stim that releases a large cloud of poison, costs 3 Poison Stacks.
  • (Maj): Reactive Sting - Fire a Venom Stim at any enemy that moves or attacks within 4 tiles, costs 1 Poison Stack.
  • (Col): Venom Sting - Fire a Venom Stim at all enemies you can see, costs 4 Poison Stacks.

XCOM:
  • (Sq): Take Cover
This class comes with 12 different AWC perks in the XCOM tree, improving how the Pharmacist is played.

GTS Perks:
  • Lightweight Stims - Available at Proficiency Rank 2
  • Larger Dosage - Available at Proficiency Rank 3

Compatibility:

Issues/Conflicts:
  • Perks/Abilities provided by Stim Pouch/Lightweight Stims/Larger Dosage won't show up in Barracks, but will in tactical.
  • If editing the stats provided by Stim Pouch, Stim Pouch's Description won't update the stats, but they will apply in tactical.

Credits:
  • Shiremct and MrCloista - I learned a lot by looking into the code they have made and learned how to make my own class because of it, they all make really cool Proficiency Classes.

  • Dies Irae - Same as above, I learned how to make these classes because of him, he makes great classes. Also assisted in fixing GTS Perks

  • Everyone's mods that mine requires - Literally couldn't exist without them, they are talented modders.
Popular Discussions View All (2)
4
16 Aug, 2022 @ 11:08pm
Anyone can port stim gun model to xcom?
45fg45
0
26 Dec, 2023 @ 10:10pm
Simplified Chinese Localization 简体中文
Tommy
83 Comments
AlphaShadow897 27 Jul @ 1:06pm 
I see - I'm guessing it would be no bueno to try and add the Pharmacist proficiency perk to an RPGO soldier.

I'll have to think about whether or not I want to do that, thanks for elaborating on the problem.
KnoxAHHHHHHHHHH  [author] 19 Jul @ 4:17pm 
@AlphaShadow897 Yes this is due to the fact that the Venom Stims require "Venom Stacks" in order to fire. This port of the Pharmacist class uses the same code as Favid's version of the mod, so unless I do an edit in the code to change all the names, those two won't work together.

If you wish to use the Venom Stims with RPGO, the only thing I can recommend is changing "VENOM_STIM_COST" in "XComKPPPharmacistSkills.ini" from 1 to 0 in order to make these work together (it will make the Venom Stims not use Venom Stacks and some wont have cooldowns due to these changes). You can also do this to the other Venom Stim abilities to make them work as well.
AlphaShadow897 19 Jul @ 3:52pm 
So, this is a great mod. HOWEVER, I have noticed one thing - it somewhat conflicts with the RPGO Overhaul Pharmacist specializations, as RPGO soldiers can't use venom stims with this version of the class in the same modlist.
I assume this has something to do with the fact that Venom Stims are now tied to the Proficiency ability. While you probably shouldn't be using this together with RPGO, it is still an issue, and I did want to point it out.
Findanniin 1 Jun @ 4:22pm 
Awesome thanks. Subscribed here, and running your other classes in tandem. Just the pharmacist that seems to give me some issues.

I'll see if I can narrow it down or find anything else out in troubleshooting over the weekend.
KnoxAHHHHHHHHHH  [author] 1 Jun @ 1:45pm 
There is no console command that would fix the issue, it is simply something I would need to investigate
KnoxAHHHHHHHHHH  [author] 1 Jun @ 1:42pm 
@Findaniin I'll mark this down and work on seeing if I can figure out what is causing the problem.
Findanniin 1 Jun @ 5:15am 
The pharmacist also crashes the game if he ranks up to Sgt mid-mission, just earning the promotion is a guaranteed, repeatable lock-up.

Pretty sure that wouldn't fly under the radar for so long, so likely a problem on my end - just no idea what could even be touching the same files as this guy...
Findanniin 31 May @ 2:15am 
Hey Knox, super cool rework and digging the class - thank you for the effort!

I seem to have an issue and am not sure where to start troubleshooting. The class seems to work as intended, except Hunker Down never provides new venom charges.

I don't think I'm running any other mods that change how Hunker Down works, so I'm at a bit of a loss (or did I misunderstand how venom charges are supposed to regenerate?)

Is there a console command as a workaround or so?
Johnny_exe 27 Apr @ 9:50pm 
Oh sorry my bad again! Mixed it up with another class - Proficiency Port: Patchwork. Sorry again, this class cool and working as intended
KnoxAHHHHHHHHHH  [author] 27 Apr @ 2:03pm 
@Johnny_exe I've never seen this bug happen in all the time I've worked on the classes, but I'll investigate to see if I can figure out what issue you are having.