XCOM 2
Kiruka's SPARK Class Overhaul For LWOTC
25 Comments
VS-lockon Feb 14, 2024 @ 1:32pm 
hey Kiruka where SPARK laser sniper i made game hard for my game but i also can't add ammo mags to my SPARK so i want chage the clip size for sniper
xf100t Nov 26, 2023 @ 10:02pm 
It doesn't work with modjam either from what I can see. Sad, because I really love Kiruka's classes.
Brusix1984 Sep 13, 2023 @ 9:41pm 
I tried my best (except for ModJam) but this mod doesn't work with LWotC. The skill tree remains unaltered.
dakesdealer Aug 3, 2023 @ 6:45am 
It doesn't work for ["Nightly" type] Long War of the Chosen.
pepemattos17 Jun 11, 2023 @ 8:13am 
Found the problem, I accidentally installed both the main LWOTC and the Beta, so the beta kept overwrithing everything
pepemattos17 Jun 11, 2023 @ 6:13am 
So I activated the mod and even pasted over LWOTC class data but the skill arent appearing even after rebuilding a sparks class with console commands
wilnemo35795 Jan 19, 2023 @ 2:36pm 
Does anyone know how to enable AP gains and xcom row abilities for sparks?
Naxelas Jan 14, 2023 @ 9:48pm 
@kiruka oh my that is so much better. I've never even bothered using the ammo slot in my Infantry soldiers so far because it's so rare to have 3 utility slots full and wanting to take a 4th -1 mobility to take on a 4th.
Kiruka  [author] Jan 14, 2023 @ 7:24pm 
@Naxelas Get my Inventory Slot Weight Toggler mod.
Naxelas Jan 14, 2023 @ 12:37pm 
Not sure if this a question more on this mod's end or on Iridar's arsenal, but equipping an ordnance launcher and putting in ammo into the 3 slots drops the Spark's mobility down from 12 to 9 in the equip screen. While this is conventional for normal troops, this seems crippling for Sparks and makes them so slow as to make this option unusable. Is this a bug or just an unfortunate necessity with how this particular feature was designed?
Hiro Dec 26, 2022 @ 10:00pm 
Thanx @EnderGaming. I figured it out. I just added the appropriate lines in the classdata ini.
The suspect Dec 26, 2022 @ 1:41pm 
There should be a mod called normalize sparks that does the bond and ap thing if I am not wrong
Hiro Dec 9, 2022 @ 4:43am 
"They do not form bonds with other soldiers, gain AP or learn additional abilities from the Training Center"

What do I need to edit to make the above possible? I ve looked into the LW class data ini and I believe I found the ballowAWCAbilities, but not the form bond and gain more AP.

Also I would like the provide cover around the spark ability (Is it the bulwark perk?).
AND the ability for the SPARK to attack adjustent enemies in close range (another perk maybe?).
DAN005 Aug 23, 2022 @ 4:37pm 
yep, thanks.
GuardianofBrooklyn Aug 23, 2022 @ 3:19pm 
DAN005 If you're using modular sparks that mod removes the ability to rank up
4rrakis Jul 11, 2022 @ 4:02am 
@Loginnathan
Other mods that change the same perk tree will not be compatible, since a class can only have one set of abilities. Mods that add additional Spark classes could work, but I never used them.
Loginnathan Jul 11, 2022 @ 3:28am 
Question would this conflict with other Spark type of mods? (Like class overhauls or edits to how the Spark is done?)
DAN005 Jul 1, 2022 @ 5:44pm 
I checked config and did not find anything interesting, and SPARK skill tree does not open through training school.
DAN005 Jul 1, 2022 @ 5:39pm 
I have a problem, in SPARK skill tree is missing any titles and skills. All ranks have text "squire" and apart from inital abilities that this mod puts there is nothing. :isaac:
Kiruka  [author] Mar 3, 2022 @ 8:15pm 
@zion6 It's a Google doc. Unfortunately, I can't make Steam pull its head out of its ass on that one.
zion6 Mar 3, 2022 @ 8:12pm 
The link you provide for the skill tree is blocked by Steam as a potentially malicious site.
Boy Bob Feb 28, 2022 @ 8:27am 
@Kiruka Thanks for the help, I'll give that build a try!
Kiruka  [author] Feb 27, 2022 @ 10:45pm 
@[EASY] Boy Bob 227
1) That's a bug I have to fix in Mod Jam, I'll get on it right away.
2) No, that's no longer baseline since it devalues shields and also can be buggy, even in the unmodded game.
3) If I was building for Heavy Cannon with a SPARK, I'd probably go Heavy Repair -> Damn Good Ground -> Shellshock Protocol -> Bombard -> Master Blaster -> Neutralize -> Traverse Fire. I'd use a BIT secondary, an Autogun in the BIT heavy weapon slot, and either a special Heavy Cannon shell or one of the Shoulder Launchers (Spark Launchers Redux) in the Auxiliary slot. This is more of a versatile long-range build with many options as opposed to hyperfocusing on the Heavy Cannon like a MEC Sniper. The advantage is that if the mission/map doesn't suit sniping, you can roll an Autocannon with this exact same build, swap the Autogun for a different heavy weapon and you're set for mid-range combat.
Boy Bob Feb 27, 2022 @ 11:40am 
Hi Kiruka! Three questions that I *think* are related to this mod:

1st, is it a bug that Iridar's ordinance launchers don't have an image in the armory? They still work absolutely fine in tactical, there's just no thumbnail. Might be an issue with some other mod interaction; I honestly have no idea.

2nd, are my SPARKs supposed to have the bulwark (high cover for allies) ability? They currently don't and I've been trying to find some documentation on if that's intentional or not.

3rd, do you have any tips for builds based around Iridars Heavy Cannons? It seems like most of the promotions in the whole tree are antithetical at best or incompatible at worst. Am I missing something, or is it intentional that I have to give up a lot of flexibility for the big-ass guns?

As always, thanks for the work you put into these mods. Firaxis oughta hire you if they ever get around to XCOM 3.
Wet Dog Squad Dec 16, 2021 @ 1:45pm 
Why did you— Ooooh right, workshop load order. My condolences, oof.