XCOM 2
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[WOTC] Trainable Sparks (and other Buffs)
 
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Sep 12, 2017 @ 11:35am
Feb 2 @ 2:23pm
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[WOTC] Trainable Sparks (and other Buffs)

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In 1 collection by Mr. Nice
Mr. Nice's Workshop
13 items
Description
WotC was one step forward, two steps back for SPARKs, getting an aim buff and weapon upgrades but not gaining access to all the new toys the other soliders can. This mod aims to address this issue!

Spark Buff List
  • As in the mod title, access to the training center. They get four random "XCOM" cross-class abilities as regular soliders do.
  • Weapon Breakthroughs. Instead of getting their individual breakthroughs, they share the love with grenadiers and get the +1 damage and additional upgrade slot with the "Cannon" breakthrough research projects. After all, their weapons are all referred to as cannons as well.
  • PCS Slot, self explanatory.
  • Ammunition Pocket. This is an ammunition only utility slot, and the reason why the Ammo Pocket Fix mod is required, without that fix the pocket will do nothing!
  • Hack Progression. They get an additional 5 to hack (to 15) as Squires, advancing to a total of 55 Hack as Champions, the same as Corporal level Specialists. Obviously this is before accounting for Enemy Protocols, gremlin/bit level, etc. This makes their remote hack more usable, but they won't be taking control of Sectopods on a regular basis, for example.

UI FIx
Bit hack bonus now shows in the Armoury in the same way as the Gremlin bonus for Specialists. Based on similar fix in Sparks Rebalanced by permission, which itself was based on this mod. Isn't cross pollination grand?

Notes
If this mod is activated part way through a campaign, already built Sparks won't fully benefit. They won't gain the hack progression for levels they have already been promoted through (including the +5 at Squire), or the Ability Points for prior promotions. Also, the Squire base abilities won't be displayed as neatly for existing SPARKs in the training screen, but that's just a cosmetic issue.The XCOM abilities, Ammo pocket, PCS and weapon breakthroughs will apply in full though.

If Mod Config Menu is installed, there is an option to control if Spark cannons benefit from the existing Cannon breakthroughs. This may be useful if you are using another mod which adds breakthroughs specifically for Spark weapons or similar. This can also be changed via a .ini edit if MCM is not installed.

I have excluded certain cross-class abilities for practical reasons from Sparks (for example, "Volatile Mix" since they can't equip grenades). If anyone notices other cross-class abilities which are not appropriate for Sparks, post below.

Localisation
This in game UI is fully localised for all the languages supported by XCom 2. This involved copy/paste from the "Shen's Last Gift" localisation, so if any non-English language users spot any errors, give us a shout. The MCM options menu is currently only localized in English and French. Feel free to contribute to expanding on this!


Other Mods by me:
  • WOTC Compatible (non-WOTC versions also exist if appropriate)
    • Cinematic Rapid Fire, which gives Rapid Fire and Chain Shot their cinematic camera back which was removed in the patch ages ago. Also gives the Reaper Banish ability the same improved look.
    • Less Overwatch Lock Ups!, which attempts to fix the visualization lockups during complex Overwatch/Reaction fire situations.
    • Shaken Scars are Back! The name says it all, but to those who weren't around for the first couple of months of XCom2, a feature was bugged out in a patch and never fixed, which randomly scarred shaken soldiers. This now means some, but not all, gravely wounded soldiers, not the "new" WotC shaken fatigue status.
    • Train from Armoury allows normal soldiers to jump straight to training from the armoury, just as faction soldiers can. The Training Center is still required to be built first of course!
    • Ability Interaction Fixes, which fixes up "Death from Above" and "Serial" not proccing from second shot kills of "Chain Fire"/"Rapid Fire" and some other ability interaction issues.
    • Original High Hit Dodge Behaviour, which restores the pre-patch behaviour where Hit chance over 100 gradually eliminated dodge chance, not immediately made dodges impossible once Hit chance is 100 or more.
    • In conjuction wtih sebkulu,WOTC - Extended Information!, an enhanced, rewritten version of Perfect Information. Includes full list of enemy abilities as well as a stat list, as well as the classic features of the "shot bar" and stats in flyovers.
  • Non-WOTC Only
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133 Comments
Insufferable Smartypants Jun 25 @ 4:22pm 
I've had the same problem with all rocket launchers. Heavy armor, SPARK, whatever the source didn't matter. I just assumed it was a flaw in the game.
Mr. Nice  [author] Jun 25 @ 12:16pm 
No, it's not just Sparks, it's inherent in targeting the Rocket Launcher generally. In testing just now, you could get some quite bizzaire effects from where the target tile transitioned from behind the units cover (so no leaning out option) to infront! Only problem with fixing, is to make sure nothing very silly happens (like firing through high cover, god knows people bitch about that enough already, even though it's damn rare nowadays)
Korpys Jun 25 @ 11:51am 
I too change the rocket at the first opportunity :) I'm not sure, maybe this bug is not just sparks, maybe all who use rockets have this problem. You can fix it, it would be great !?
Mr. Nice  [author] Jun 25 @ 11:30am 
lol, I wondered how I hadn't noticed that before, since I generally only replace rocket launchers with a blaster launcher or shredstorm, and you can fire over low cover if you are leaning out! On a plain reading of the code, it seems more that it's a glitch in checking when leaningout though, ie the none leaning behavious is what the original dev meant to happen.
Mr. Nice  [author] Jun 25 @ 11:00am 
Ok, you have my interest with that one, with your pic I initially assumed it was just because it was a car with a "high" cover midsection, I'm half suspicious that they might have half cover blocking rockets because it looked a bit silly with cars in particular though, which are half cover largely because gun fire can go through the windows/upper half of the car, which is plausible and ok looking, but with a rocket might look funky...
Korpys Jun 25 @ 9:11am 
@Mr. Nice! The rocket can not shoot through low objects. You can fix it
please ? http://prntscr.com/jz68a2
Mr. Nice  [author] May 9 @ 3:02pm 
The basic intent of this mod was to give Sparks the same "perks" as the base 4 classes, so yes, you need a Training Centre to "Train" them, just as you do with Rangers etc, but PCS etc. is available immediately. The only thing already built Sparks will miss out on is the improved Hack stat progression, ie the +5 at Squire rank plus the extra for ranks already promoted through, and the 3 AP for each rank promoted though.
Cúchulainn May 9 @ 2:28pm 
Ooh I haven't, is a Training Centre required for me to unlock the tree specialization? and PCS and everythign else? What if I have already built SPARKs then?
Mr. Nice  [author] May 9 @ 1:04am 
I assume you have built a training centre?
Cúchulainn May 8 @ 6:07pm 
I'm not seeing the ability tree like I do with the Factional Heroes, is there any reason that this would be the case? (I activated this in mid campaign, but I was in the middle of research for Mechanized Warfare so I hadn't gotten a SPARK yet). Do I need to just simply build a new SPARK ? Ty for reading pls answer