XCOM 2
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Metal Over Flesh Redux
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2017 年 8 月 31 日 下午 7:48
2020 年 6 月 8 日 上午 9:04
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Metal Over Flesh Redux

在 RealityMachina 的 1 个合集中
RealityMachina's War of the Chosen Mods
97 件物品
描述
No will drain. No fears. No mercy for ADVENT.

Adds in Proving Ground projects that upgrade your SPARKs, because sometimes the best way to solve a Chosen problem is via 2 tons of badass. Also adds a utility slot to SPARKs, though they carry the restriction of being unable to use grenades.

Project Descriptions

Most .ini changes will be located in My Games\XCOM2\XComGame\Config\XComSPARKUpgradesSettings.ini or in-game with MCM, but a few select settings are editable at (wherever XCOM 2 is installed)\steamapps\workshop\content\268500\1125117203\Config\XComSPARKUpgrades.ini

In addition, the template changes required for this mod to work are not retroactive: already built SPARKs will not benefit.

The rest of the SPARK Projects are:

SPARK Suppression
A time-only research project, researching this will enable SPARKs to suppress enemies.

Note: due to XCOM 2 requiring these sort of abilities to be attached onto a weapon, these by defaullt only work on the vanilla SPARK weapons, but you can add in mod weapons to SPARKUpgrades.ini.

Thanks Grimy for letting me borrow this perk code from one of his mods!


ADVENT Chip Adaptation
Requiring the Officer autopsy and Officer corpses and supplies, researching this will give +5 Aim to SPARKs.

Nanomuscle Fibres
Requiring the Muton autopsy and Muton corpses and supplies, researching this will give +3 mobility to SPARKs.

SPARK Shields
Requiring the Shieldbearer autopsy and Shieldbearer corpses and supplies, researching this will give +5 shield points to SPARKs.

Mayhem Protocol
Requiring the MEC autopsy and MEC corpses and supplies, researching this will enable SPARKs to do +2 damage when they use suppression.

Thanks Grimy for letting me borrow this perk code from one of his mods!

Close Combat Protocol
Requiring the Andromedon autopsy, Andromedon corpses and supplies, researching this will enable SPARKs to take a shot at any enemy that moves within 4 tiles to them.

Thanks Grimy for letting me borrow this perk code from one of his mods!

Heavy Weapon Storage
Requiring the Sectopod autopsy, a Sectopod corpse and supplies, researching this will enable SPARKs to carry an extra charge for their heavy/powered weapon.

Automated Threat Assessment
Requiring the Gatekeeper autopsy, a Gatekeeper corpse, and supplies, researching this will enable SPARKs to have +15 defense as long as they didn't attack on the player's turn.

Thanks xylthixlm for helping me finally come up with a properly working version

Berserker-based Gauntlets
Requiring the Berserker autopsy, a Berserker corpse and supplies, researching this will give SPARKs with Strike +4 more damage. It will also give all SPARKs a adjacent-only melee ability called Punch: this has weaker damage than strikes, but only costs 1 AP to use.

Self-repairing Nanomachines
Requiring the Archon autopsy, Archon corpses and supplies, researching this will give SPARKs reduced repair time, or if the damage they took was 2 HP or less, no repair time at all.

Thanks Long War Studios for making the perk this tech uses!

Rebuild SPARK
Requiring the damaged body of a SPARK that has fallen in combat and supplies, this repeatable tech lets you rebuild either a SPARK listed as fallen back to relatively prime condition, or use a damaged chassis to construct a whole new one. However, this isn't a complete mulligan: while the SPARK will gain the kills it had before (and thus be able to rank up very fast), it will need to go on missions (or covert actions if you're using my mod for that) to regain its ranks.

Note: SPARK Chassis follow the same rule as normal corpses do on missions: if a SPARK dies on a mission you evac from, you're not getting its chassis back.

Salvage Wrecked MECs
A cheaper counterpart to Build SPARK that takes advantage of ADVENT MECs being based off SPARKs in the first place. Takes 25 supplies, 5 alloys and elerium, and six ADVENT MEC wrecks by default. Corpse cost is the corpse cost variable multiplied by three.

Item Descriptions
Self-Correcting Rounds
"These rounds are derived from the implants we found in the ADVENT Officers and the later adaptations we made to SPARKs, they have the ability to assist a weapon's targeting on a user's initial miss of a target."
Provide +10 aim after a miss with a weapon. Requires ADVENT Chip Adaptation to be done.

Thanks Long War studios for making Hyper-reactive Pupils from their perk pack!

Note: it's possible some mod abilities won't activate this effect, to fix this add the ability name to XComSPARKUpgrades.ini and comment on this so I know to fix it.

Shield Hardener
"The Shield Hardener is derived from our SPARK-based shield tech, while it barely provides any protection on its own, it does make any shield it's attached to protect against even massive hits, even if it will take down the shield. "

Shields block overflow damage by hits that take them down, along with providing an additional shield point. Requires SPARK Shields to be done.

Explanation: by default if a 5 HP shield gets hit by a 10 damage attack, 5 damage will pass over to a unit's health and armour. With this item installed, any damage that overflows a shield will get blocked entirely. Credit to Grimy for making the original shield gate effect from his loot mod.

Nanoweave Plate
"Nanoweave Plate is an impact-hardening armour insert for our units, on their own they don't do anything, but once a unit has taken a hit, the plates will harden and provide additional protection."

Provides +2 armour once a unit has taken damage. Requires Nanofibre Muscles to be done.

Credit to LWS for their Damage Control perk.

Codex Module
"Codex Modules are derived from the brains of Codexes defeated in the field, they provide units with the ability to more easily dodge enemy fire, and are able to do more calculation the more enemies the unit is in range of."
Provides +5 dodge for every enemy in sight, up to a max of +50. Requires the Codex Brain shadow project to be done.

Credit to LWS for their Hard Target perk.

FAQ

The mod updated with a new tech, how do I get it?

Type in SPARKUpgradeHelp in the console, then type "GiveSPARKUpgradeResearch 'nameoftech' ", with whatever new tech you don't have in the game. (Currently the only one you need to worry about if you didn't have the save game issue is SPARKGauntlet).



热门讨论 查看全部(7)
2
2022 年 7 月 2 日 上午 4:15
A way to bypass the restriction on grenades?
MaxMNG
6
2022 年 8 月 3 日 下午 7:02
Chinese translation
zxc2008
1
2018 年 1 月 27 日 下午 9:27
French translation
Arckange
233 条留言
nicetomeetya 2023 年 8 月 28 日 上午 10:26 
I don't think Heavy Weapon Storage works with mechatronics. Mechatronics move the heavy weapon to a slot linked with the BIT, and it doesn't seems to work with this upgrade. Even the heavy weapon on the auxiliary slot that comes with the spark upgrade from Spark Arsenal doesn't work with this, I still only have one charge on my spark.
Inertia 2023 年 7 月 8 日 下午 5:17 
I checked the code where static function X2AbilityTemplate RMGrimyCloseCombat(name TemplateName, string akIconImage) is and didn't find where it calls standard shot.Author if you see this, any chance you could show me a tip or tweaked the CloseCombat code to allow area attack on incinerator 's close combat reaction shot? The incinerator already has reaction shot and function in Iridar's Spark Arsenal mod. the ability name is IRI_FireSparkFlamethrower
and IRI_FireSparkFlamethrowerOverwatch
Inertia 2023 年 7 月 8 日 下午 5:17 
I tested Metal over Flash mod with Spark Arsenal. They are indeed compatible as stated by Iridar. However there is one issue. When the Spark gets Close Combat Protocol activated and is using incinerator, the incinerator's close range reaction shot will NOT produce a massive AOE and cone of fire. it only damage one target like a regular rifle.
Imo this is kinda a missed opportunity. Image how cool that would be if Spark use incinerator to target all enemy around it and produce incredible massive fire all around it.
RustyDios 2023 年 7 月 3 日 上午 7:08 
In my expereinces this has been working fine with MW and even Modular Sparks.. .. that is because this modifies the "SparkSoldier" character template... the other things just affect the "Spark" class ... which requires the template as a base ....
A Strange Construct 2023 年 7 月 3 日 上午 3:25 
@DKir
That sucks, Is there a fix for that, or does the modder need to fix that? I was looking forward to complete robot supremacy.
RustyDios 2023 年 6 月 11 日 下午 11:03 
yes
huntersorce20 2023 年 6 月 11 日 下午 8:58 
Is this mod compatible with Normalize Sparks?
Xilay 2023 年 3 月 18 日 下午 5:32 
Definitly does not seem compatible with mechtronic warfare or any other spark mod anymore. Presumibly because this modifies the "SparkSoldier" template instead of "Spark" like all others
Kangz of Memphis 2022 年 9 月 16 日 下午 9:23 
Does anyone know how to add modded weapons for the suppression ability?
ben.thomason1 2022 年 6 月 2 日 下午 2:26 
Nevermind (maybe). I tried it again and it worked exactly like it does with a human soldier, so maybe RNGsus just played a prank on me the first time.