XCOM 2
[WOTC] Iridar's SPARK Arsenal 3.2
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Update: Nov 3, 2020 @ 8:01am

Fixed compatibility config for Ability to Slot Reassignment. Thanks to Mitzruti for that.

Update: Oct 28, 2020 @ 4:22pm

Fixed a visual bug associated with SPARKs firing heavy weapons. Also added some compatibility config for Ability to Slot Reassignment, but it might not be enough to make it fully compatible.

Update: Oct 23, 2020 @ 9:05am

Fixed a bug that prevented Ordnance Launchers from showing up on the SPARK.

Update: Oct 22, 2020 @ 4:09pm

Mod updated to 3.0 version.

GREMLIN Changes:
- SPARKs can now equip GREMLINs as Secondary Weapons.
- GREMLINs now have a Repair animation and can be used with that ability, healing more HP than BITs do.

BIT Changes:
- BITs now have animations for all of the vanilla Protocol abilities, and can be used with them. However, BITs are less effective at Protocol duties than GREMLINs across the board: they provide a smaller Hacking bonus and lower Defense bonus when used for Aid Protocol. They also deal less damage with Combat Protocol and Capacitor Discharge, and have a smaller radius for Scanning Protocol.
- Instead of the generic Heavy Weapon slot, BIT now grants the BIT Heavy Weapon slot to clearly differentiate that this Heavy Weapon is equipped on the BIT.
- If BIT Aid Protocol is used on an allied soldier, that allied soldier will gain control over the BIT's Heavy Weapon for the duration of the Aid Protocol. Note that the original owner loses control over the BIT's Heavy Weapon while the BIT is away. For the purposes of the perks that affect Heavy Weapons, such as Salvo, the game will look at the perks of the unit that currently controls the Heavy Weapon.
- Bonus hacking that was added to BIT by SPARK Arsenal previously has been removed. BITs once again grant only +0/10/20 Hack.

General changes:
- Configuration files have been reorganized.

Ability changes:
- Changes to squaddie abilities of classes affected by this mod will now apply to existing characters. New campaign / RebuildSelectedSoldier is no longer necessary.
- New passive ability for SPARKs and MEC Troopers: Protocol Suite. Unit gains +30 Hack, and when equipped with a BIT or GREMLIN, the unit gains Intrusion Protocol, Aid Protocol, Entrench Protocol and Active Camo.
- Entrench Protocol is a new passive ability which makes Aid Protocol used on self last indefinetely as long as the unit doesn't move. It's mostly intended to provide a defensive buff in static combat situations to SPARKs with Heavy Cannons.
- Active Camo no longer grants Phantom. It simply improves SPARK / MEC Troopers' detection radius to be on the same level as regular soldiers. Without Active Camo SPARKs and MEC Troopers are still much easier for enemies to notice.

Compatibility with other mods:
- SPARKs and MEC Troopers can now use the System Infiltration ability if you have that mod.
- SPARKs and MEC Troopers can now equip Ballistic Shields as Secondary Weapons, if you have that mod. They behave in exact same ways as they do for soldiers.
- If you use [WOTC] Weapon Upgrade UI Adjustment Tool by RustyDios, Heavy Cannon and Incinerator models will appear further away from the camera on the weapon upgrade screen.

Item changes:
- Restorative Mist and EM Pulse are now Heavy Weapons and require that you complete the EXO Suit proving grounds project before you can build them.
- They can be equipped in regular Heavy Weapon and BIT Heavy Weapon slots by MEC Troopers, SPARKs and regular soldiers. SPARKs and MEC Troopers can still equip them as Aux Weapons without any additional research.
- Similar to other Heavy Weapons, control over them can be transferred via Aid Protocol when equipped into BIT Heavy Weapon slot.
- Heavy Strike Module, Powered Strike Module, EM Pulse and Resto Mist will now interact with Salvo, which makes heavy weapons not end turn.
- EM Pulse now deals damage to robotic units.
- EM Pulse and Restorative Mist have larger area of effect when they're not equipped in the BIT Heavy Weapon slot. EM Pulse also deals more damage that way.

Bugfixes:
- Speed Loader should now display flyover only when actually reloading the weapon.
- Additional fix to Lost Towers SPARK starting without their heavy weapon, as the previous one seemed to have stopped working with this update.

Update: Oct 4, 2020 @ 3:42am

Fixed a bug where MG and BM Incinerators didn't have their attack animations.

Update: Oct 4, 2020 @ 3:12am

Bumped version to 2.2.

Kiruka Autogun and Autopulser now can be used for Overwatch.

The mod now has its own versions of SPARK Flamethrowers called Incinerators. They use models and effects from the SPARK Flamethrowers mod by Claus, taken with his permission.

Conventional Incinerator is available from the start of the game and is upgraded alongside other SPARK primary weapons.

Incinerators do not have the Fire Beam and Fire Bomb firemodes from the Claus Flamethrowers mod, just the standard cone attack and Overwatch. And no, Fire Beam and Fire Bomb will not work with Incinerators.

Incinerators are basically bigger versions of Immolators from the Mitzruti's Immolators + Chemthrower Abilities mod. They deal slightly more damage and have bigger fire cones, and can be used for Overwatch.

Incinerators are compatible with Canisters from the mentioned Mitzruti's mod. Canisters can be carried in the Auxiliary Weapon slot.

You can still use Claus' SPARK Flamethrowers mod, if you prefer.

Update: Sep 24, 2020 @ 12:21pm

Added some special handling for Heavy Cannons so their projectiles (firing sounds) work with old versions of Highlander. HE and HESH projectiles will fly comically slow or cosmically fast depending on distance to the target when using Old Highlander, but the rest of the visuals should work correctly.

Update: Sep 24, 2020 @ 11:27am

Bumped version to v2.1e
Heavy Cannons should now be unable to benefit from any clip size increases, as intended.
Added Korean translation by KimKast
Error messages about not being able to equip two Autoguns on the same time, a KSM on a regular soldier, and a HSM on a SPARK will now make more sense.

Update: Sep 19, 2020 @ 4:05am

Bumped version to v2.1d

Added config to prevent Primary Secondaries from creating a duplicate Kinetic Strike Module.
Added config for Weapon Skin Replacer to remove the already created duplicates.

Update: Sep 19, 2020 @ 12:40am

Bumped version to v2.1c

Fixed a bug where using Kinetic Strike or Heavy Strike on an enemy that's in heavy cover relative to the unit caused the attack animation to bug out.

Removed a condition for the KSM custom kill/death animation that required the target to not have any cover objects directly adjacent to it. This caused issues previously, but seems to be working fine, keep an eye out for any issues.