XCOM 2
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[WOTC] Heavy Elemental Alchemical Throwers
   
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68.055 MB
13 Nov, 2020 @ 4:44pm
29 Sep, 2024 @ 6:26pm
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[WOTC] Heavy Elemental Alchemical Throwers

Description
What is this?
This is an expansion of the basic game Heavy Flamethrower.

It adds 3 new types of heavy weapon and replaces the base game flamthrower.
So all 4 base elemental types: fire, acid, poison and cryo/frost.
With a basic and advanced version ... 8 weapons ...
... but wait you need to repeat them for SPARKS ... so technically 16 weapons...
... and the BITS need thier own weapons too.. well this soon became a nightmare

The new arm throwers will all respect Salvo, RainMaker, Burning Rush and Fine Control.
The new arm throwers are added to their respective experimental weapons projects.
As well as basic damages they also never miss and inflict the status you would expect (burning, acid burn, poison and frozen).

Can you handle the H.E.A.T. ?

Config
Lots of options in the XComGameData_WeaponData to control all the damages, ranges and stuff
Default values were based on the values found in Heavy Weapon Tweaks and options of Depower Heavy Weapons

Compatibility/Known Issues
  • Fully replaces the base game heavy flamethrowers with a new version, so any mods that affect/need them will not work with this version.
  • SPARK Arsenal has an option that lets you exchange the weapon on a BIT with aid protocol. This mod works with that, but the visualisation bugs out.
    The new unit given the thrower will also fire their normal weapon. I tried to make it work but I just don't understand Iridars Magic Code enough to make it fully work. Sorry.
  • SPARK Arsenal has an option that lets you use Arm Transformation for the Heavy Weapons in the Aux Slot. This mod works with that, but the visualisation bugs out. I tried to make it work but I just don't understand Iridars Magic Code enough to make it fully work. Sorry.
  • Sometimes the visual stream jet will glitch out, the weapon still works but just looks wrong.
  • Includes config for PGOv2 and Covert Infiltration.
  • Should be fine to add mid-campaign, strategy save ... will automatically replace old flamethrowers with new ones.
Credits and Thanks
As always, much thanks to the XCOM2 Modders Discord for continued help and support.
Iridar and Mitzruti for help with SPARK integrations
MrCloista for requesting this mod for his birthday present. :) And then allowing me to release it.

~ Enjoy !! and please buy me a Cuppa Tea[www.buymeacoffee.com]
23 Comments
lety4ayavoropaeva 3 May @ 9:56am 
thanks!
RustyDios  [author] 3 May @ 8:43am 
All should work together fine
lety4ayavoropaeva 3 May @ 7:56am 
Am I right in understanding that I can use a combination of mods:
+ [WOTC] Heavy Elemental Alchemical Throwers
+ [WOTC] Chemthrower Addon Redux
+ Immolator + Chemthrower Abilities
and I shouldn't use
- [WoTC]SPARK Flamethrowers
?
Or can I add the latter mod too?
p6kocka 28 Sep, 2023 @ 6:16am 
OK. Thanks
RustyDios  [author] 28 Sep, 2023 @ 4:45am 
no
p6kocka 27 Sep, 2023 @ 11:37am 
Can the replacing of base flamethrowers \ immolators be disabled in the configs? To let only the Memebots use them. ( I am using this mod as a dependancy for Memebots)
RustyDios  [author] 12 Jun, 2022 @ 9:38am 
These are Heavy/Powered Weapons.
You can them from the random Heavy/Powered Proving Ground projects.
They go in the Heavy Weapon Slot (found on EXO or WAR suits, SPARKS, some perks give access to this slot)
mfitz1970 12 Jun, 2022 @ 3:24am 
When do these weapons show or how do you develop them? also what classes can use them?
Dragonlord 5 Mar, 2021 @ 4:07pm 
Anybody tested with LWOTC?
RustyDios  [author] 3 Feb, 2021 @ 3:00am 
Should work fine with Bitterfrost protocol.
However the 'freeze' effect here is basic game freeze, not chill/bitterchill/freeze. I use the same effect as the standard Frost Bomb, but in a cone instead of a circle radius.

Maybe I can make an inclusion for it to be a Bitterfrost effect, but that is not high on my priority list right now. :)