XCOM 2
671 ratings
[WOTC] Advent Medic
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
4.186 MB
22 Oct, 2017 @ 9:24am
23 Nov, 2019 @ 11:29am
12 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[WOTC] Advent Medic

Description
A self-contained mod that adds an Advent Medic to the Advent forces. The Advent Medic focuses on supporting wounded Advent troops, either trying to heal them or provide cover.

-- Stats --

There are three tiers of Advent Medics, which have the same stats as the regular Advent Troopers - but they have slight mobility boost to help them get near allies. They carry the Advent Priest's gun, which does a bit less damage than the standard trooper rifle.

Tier 1: 2 Medikits, 1 Smoke Grenade
Tier 2: 3 Medikits, 1 Smoke Grenade
Tier 3: 3 Nanomedikits, 1 Advanced Smoke Grenade

There is a chance for medics to drop Smoke Grenades or Medikits along with their usual Advent trooper loot. Level of the loot depends on the tier of the medic.

-- AI --

The Advent Medic will try to stick near visible allies, moving to heal them if they have less than 60% health. They score the best healing target based on the damage the ally has sustained and also if they can get near them safely. If they can't get near a wounded ally, they'll try to move closer to teammates, provide overwatch or fall back.

Medics will also try to get near and recover any panicking, stunned or unconscious allies. Recovering an ally uses a turn and the recovered ally will be disorientated.

If the target is too far away, the medic will dash towards them to cover ground more effectively.

Medics that carry smoke grenades will use them to either cover a group of allies, or help out any individuals that are being overwatched, suppressed, marked or heavily wounded. They'll favour allies that have yet to move, especially if they are being suppressed or overwatched.

If the medic can't see any allies, they'll hunt for enemies like regular troopers.

-- Notes --

If you are using my Advent Medikit mod, please unsubscribe from it before subscribing to this one.

-- Compatibility --

The Advent Medic uses its own set of AI behaviours, so should be compatible with most mods. I've tested with A Better Advent, and the medic works fine.

-- Thanks --

Special thanks to ADVENT Avenger, Avataristche and shadow79 for their help & advice, and thanks to everyone who's provided feedback - much appreciated!

The new AI behaviors have been created from the guidance of DerBK and LeaderEnemyBoss, thanks to them both!

Also thanks to victorlapin, Erazil, Baka3310, zxc2008, grummelnic, [Bot] NewBie and pabloaram2011 for the different localizations! (See discussions for different languages and how to implement)

-- Changelog --
V1
- Advent Medic Armor colour now better matches the Priest rifle - their Medikits are now white, with an Advent-red screen.
V2
- Advent Medic added to more encounters and the Skirmisher 'Double Agent' perk roster.
- Smoke grenade behaviours improved - medics will cover groups or individuals in trouble.
- Advent Medic can drop Smoke Grenades and Medikits on death.
- Advent Medic can now recover panicked, stunned and unconscious allies.
- Advent Medic AI routines cleaned up a bit.
V3
- Fixed clash in ABA smoke grenade profiles
- Added Russian localization, thanks to victorlapin
- Added French localization, thanks to Erazil
V4
- Corrected encoding for Russian and French localizations
V4.5
- Corrected phrasing in Russian and French localizations
- Re-introduced standard timed loot drops (alongside the new medikit/smoke grenade drops) for better compatibility with loot mods
V5
- Added Traditional Chinese localization, thanks to Baka3310
- Overhaul of AI movement routines - the medic has a much greater focus on getting near wounded / incapacitated allies and will dash towards them if too far away
V5.5
- Added basic smoke grenade to AdvMedicM1
- Reduced number of allies required in AoE to use the smoke grenade
- Added German localization, thanks to grummelnic
- Added Simplified Chinese localization, thanks to zxc2008
- Added Korean localization, thanks to [Bot] NewBie

Spanish localization available - provided by pabloaram2011 (See discussion for how to implement)
Popular Discussions View All (9)
3
5 Jan, 2024 @ 11:55am
PINNED: Unconfirmed: LWOTC Support
Wilko
6
10 Feb, 2018 @ 2:46pm
Localization
Erazil
4
10 Feb, 2018 @ 4:53am
Russian localization
victorlapin
263 Comments
Wilko  [author] 18 Feb @ 12:09pm 
If it is just a case of low spawn chances, you could try increasing the SpawnWeight values in the mod's /config/XComEncounterLists.ini - but if you have lots of additional enemy types, there's only a finite number of 'chances' the medic will get to appear.
Dragon32 18 Feb @ 5:57am 
@clw6
That's spawnweight, the more enemy-adding mods you have the less chance one thing has to spawn. Have a look at this and the linked page
https://old.reddit.com/r/xcom2mods/comments/buy9d0/how_do_spawn_weights_and_force_levels_work/
clw6 17 Feb @ 8:02pm 
With multiple campaigns on LWOTC I've had the Medic show up but VERY rarely so seems partially compatible but obviously something in my modlist is overriding its appearance. I'm using A Better Advent as well so might also be something there preventing the Medic showing up. So Medic doesn't create any problems with highly modded campaigns to my knowledge but only shows up once or twice in an entire campaign.
bidiguilo 11 Feb @ 11:51am 
im using a mod that makes smoke from grenades conceal targets, which paired with this unit's healing smoke grenade generates a lot of !!FUN!!
Wilko  [author] 8 Oct, 2024 @ 12:09pm 
Thanks for the info :steamthumbsup:
Deadput 5 Oct, 2024 @ 11:57am 
Yeah ideal range is a weapon thing, with Medic's using the Priest's gun that means they already have one set for them.
Wilko  [author] 27 Aug, 2024 @ 1:00pm 
Sorry, I don't have the mod tools installed anymore. I've had a quick look at the source code for the medic, but I'm not seeing a reference to an 'ideal range' for the unit - is this a variable distance for engagement of enemies?

If that's mapped to the weapon, the medic is using the Priest's, so that might be configurable for both?
-S.S.- Solomun 26 Aug, 2024 @ 9:29am 
Hey! First of all thank you for the mod. It's been in my every campaign for years.

I've recently evolved from mere casual to sub-intermediate, and I'm just wondering if you could expose this unit's "IdealRange" to config? It's usually XComGameData_WeaponData for units.
Mr.Fear 24 Jan, 2024 @ 11:49pm 
Ok, thank you!
Wilko  [author] 24 Jan, 2024 @ 11:47am 
Sure, go for it - If you have any questions, let me know.