XCOM 2
Knox's Proficiency Port: Pharmacist
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Update: 1 Apr, 2024 @ 7:11pm

  • Implimented Ability Tags for Custom Abilities - Custom Abilities changed in XComKPPPharmacistSkills.ini will now reflect when viewing the abilities. Some Ported abilities have this functionality.

  • Minor fix to general coding mistakes that might prevent weapons from being equipped.

  • (Possibly) Patched an issue with the Stim Ray using Conventional Pistol Fire Animations.

Update: 6 Apr, 2023 @ 8:04pm

Healing Rework:


Reverted Nitro and Focus Stim to pre Venom Stim Rework Update version, was unhappy with how they were left since they fought against venom stim abilities. Can still be reverted via XComKPPPharmacistSkills.ini

Reworked Healing Stim to mainly provide healing over time. It does less burst healing than Field Medic but heals more over time.
CV Stims can heal up to 6 or 11 HP, MG Stims can heal up to 7 or 12 HP, and BM Stims can heal up to 8 or 13HP. If the soldier is Proficiency Level 3 and unlock Lingering Effects, they will heal up to the 2nd number of each shown.
This is rated without taking into effect NanoMedikits.

Changed models of Magnetic and Beam tier Stim Guns to the Conventional tier; their Projectile remains the same.

Removed unnecessary code.

Added text descriptions on the main page for abilities included in the mod.

Update: 7 Nov, 2022 @ 6:28pm

Venom Stim Rework:


Venom Stims now work similar to a Focus Mechanic. Stacks can be regained by the unit being Hunkered Down. Nitro Stim and Focus Stim also use this system. 2 new abilities added that use this system, Reactive Sting and Venom Sting. (Poison Stack Max might be changed if too low)

Updated text

General patches to Abilities and AWC pricing

Reduced weight of soldier to make them less common than base proficiency soldiers (able to be changed in ClassData.ini)

Changed preview pictures


Next Major Update Notes:
Mag/Beam Tier Stim Gun Model Textures (If I ever get around to that)

Update: 15 Aug, 2022 @ 11:37pm

Stim Gun Update:


Models of the Stim Guns have been updated to the previously unused Templar Pistols

No longer requires Favid's Pharmacist due to requirements already being in the mod.(The link to their class will stay at the top of the description).

Update: 4 Aug, 2022 @ 7:50am

Fixed a text error the provided Pharmacist extra mobility for Stim Pouch Tier 1

Fix by rebuilding soldier (or ignore and enjoy 3 bonus mobility for the rest of the character's life)

Update: 3 Aug, 2022 @ 6:11pm

Changes in code allow users to edit the stat bonuses provided by Stim Pouch in config. (Located in XComKPPPharmacistSkills.ini)

Stat changes don't update the description of Stim Pouch Stats.

Update: 1 Aug, 2022 @ 8:02pm

Fixed issues in the code that prevented GTS from providing perks

Update: 1 Aug, 2022 @ 4:24am

Release of Pharmacist Port (GTS doesn't work wooo)