XCOM: Chimera Squad

XCOM: Chimera Squad

Reworked Medikits
19 Comments
joser1215614 17 Jan @ 6:03am 
i can change if its a free action & the cool down but how can i change the number of charges
Juravis 17 Jul, 2020 @ 12:06am 
This pretty much makes the MediPatch item obsolete. I feel its too powerful a mod to my taste, but it's well made and thought of.
ChaoZ 1 May, 2020 @ 5:41am 
RealityMachina great thx! :)
LordLancelot try the mod "Cooldowns Extended - perfectly reasanable houserules"
You can everything change there in the ini files of his mod. :)
おいなり 30 Apr, 2020 @ 8:29pm 
Thank you RealityMachina
LordLancelot 30 Apr, 2020 @ 7:33pm 
Does anyone know where in the main game ini file, I could change all utility item to cost 1 action instead of free ?
RealityMachina  [author] 30 Apr, 2020 @ 7:30pm 
Go to the mod folder after you download the latest update to this mod, XComGameCore.ini should now contain relevant variables you can change.
おいなり 30 Apr, 2020 @ 7:03pm 
Hello, I love your MOD
I have a question, but the cooldown of Medic's Medikit is set to 1.
I would like to change the Medikit cooldown of other characters to 2. Which data should I change?
ChaoZ 30 Apr, 2020 @ 3:27am 
yes a actionpoint for healing could be a nice option, maybe changable in the ini file? :)
LordLancelot 29 Apr, 2020 @ 9:27pm 
Could you add a config option that make using medkit cost an action ?

I think it would be more balanced for those like me who already feel the game is too easy.
But with 1 action cost and a 1 turn cool down. I would try it and bench Terminal.
ChaoZ 29 Apr, 2020 @ 6:00am 
well i have good news for you, choco Steve: you dont have to use this mod. :P
i edited some entries in my *.ini files and give my enemies much more health(was disappointed that i can kill the most enemies during my first breach).

and because the fights are much longer now, i sometimes need a heal.. ;)
Peyote 29 Apr, 2020 @ 1:36am 
Uh, gonna ask a completely honest question here; did you upgrade your medkits?
I literally just beat the game about 30 minutes ago, and I can't think of a moment in the game, start to finish, where I felt I 'needed' a medic. Most of the time I'd have maybe 2 medkits, since poison immunity and two +6 heals.
metalvile 28 Apr, 2020 @ 4:52pm 
Is there any way to set it up so that the medkit uses are "x per encounter" instead of either a cooldown or "x per mission"?
CrazyOdd 28 Apr, 2020 @ 3:55pm 
I used it a few times, when all 4 where on same breach point. Didnt see any + health.
RealityMachina  [author] 28 Apr, 2020 @ 3:02pm 
Actually, wait, base question I should ask first:

You are using this with the other teammates assigned at the same breach point, correct?
RealityMachina  [author] 28 Apr, 2020 @ 3:02pm 
Can you specify on that? Like does it not play the flyovers of "+HP healed" when you use it, does it not apply any healing, other?
CrazyOdd 28 Apr, 2020 @ 12:09pm 
Dont think the heal on breach, is working. I get the option, but nothing seem to happen.
ChaoZ 28 Apr, 2020 @ 8:40am 
yes i have read this in the description.. seems that the bug is in "remote medkit for specialists"...
RealityMachina  [author] 28 Apr, 2020 @ 6:40am 
...this mod doesn't touch that part of medikits at all.
ChaoZ 28 Apr, 2020 @ 5:21am 
i needed to deactivate this mod, because it lowers the nanomedikit heal from "remote medkit for specialists" down to normal medkits. after deactivate the other mod works fine again.