XCOM 2
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[WotC] Richards SPARK Rework [Old, Unsupported]
   
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Apr 30, 2018 @ 2:35pm
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[WotC] Richards SPARK Rework [Old, Unsupported]

In 1 collection by Richard
XCOM2 Mods by RICHARD
19 items
Description
This mod makes tweaks to the SPARK Class. I barely ever use the SPARK and I've always felt they are somewhat weak considering they can't take cover and require an investment of resources that could be better spent. With this in mind I've swapped around some of it's abilities, added a 3rd tree of perks and give it some general buffs to help it.

Contents:
1/ Required Mods
2/ Stat Changes
3/ Other Changes
4/ Perk Changes
5/ Other Add Ons

1/ Required Mods

The only mod listed that is required is the New Promotion Screen by Default (for the thrid perk tree) but I have included Metal Over Flesh Redux & SPARK Launchers Redux as I feel they offer enough extras to further buff the SPARK alongside my changes to make them neccessary.

Metal Over Flesh Redux adds a bunch of SPARK upgrades that can be developed/researched increasing SPARKS stats, giving them extra perks and the mod even adds a utility item slot. SPARK Launchers Redux adds in SPARK launchers like what MEC units have which can be put in the utility slot added by Metal Over Flesh Redux.

2/ Stat Changes

Base Health: 14 Easy / 12 Normal / 10 Hard / 8 Legendary
Plated Armor Health: +4 (Same as XCOM Soldiers)
Power Armor Health: +6 (Same as XCOM Soldiers)

Base Armor: 2
Plated Armor: +1
Power Armor: +2

Base Aim: 65
Promotion Aim (Including Squire): +1 ~ 5
Base Defense: 10

Base Mobility: 12
Plated Mobility: +1
Power Mobility: +2

Hack Score: I didn't want to focus the SPARK on being a hacker as thats what the Specialist (or variant) is for. Sparks will still start with 5 Hack but gain +1 ~ 10 per promotion level (including Squire).

3/ Other Changes

Sparks can have Bonds. (But are unable to use Teamwork)
Sparks can gain ability points (also meaning they have combat intelligence).
Sparks get a random set of AWC ability perks to buy and I have set certain exclusions on these.
Sparks gain 6 ability points per level (XCOM soldiers gain 3), This is before Combat Intelligence increases. It's a significant buff that should enable them to aquire more abilities.

Blocked AWC Perks:
Deep Cover (Spark Can't Cover)
Aim (Spark Can't Cover)
Shredder (Spark has Perk)
Lightning Reflexes (Spark has Perk)
Shadowstep (Spark has Lightning Reflexes)
Holo Targeting (Spark has Perk)
Chain Shot (Spark has Perk)
Rapid Fire (Spark has Chain Shot)
Salvo (Spark has Perk)
Deadeye (Robots don't take low chance shots...)
Shadowstrike (Spark can't use concealment all that well, seems wasteful*)
*Kept Phantom as it can be useful on non-concealed missions

4/ Perk Changes

Future Combat Tree:
Adaptive Aim
Bulwark
Hunter Protocol
Repair
Channeling Field
Sacrifice

War Machine Tree:
Strike
Wrecking Ball
Rainmaker
Bombard
Intimidate
Nova

XCOM Tree: (I wanted to name it MEC Warfare but couldn't change it for some reason)
Collateral Damage *New* I made this to be like the XCOM Enemy Within Perk, use it to destroy cover and hurt enemies in a 3x3 area (grenade shape). Once Sparks upgrade their weapons the environmental destruction is much more effective on this ability.
Lightning Reflexes
Holo Targeting
Chain Shot
Salvo
Serial

5/ Other Add Ons

Cost Based Ability Colors (Utility)
Color codes abilities based on AP usage. Is useful good, much fantastic, many recommend.
https://steamcommunity.com/sharedfiles/filedetails/?id=1289686596
29 Comments
Ruru Sep 3, 2019 @ 12:42pm 
Would we be able to use RPGO in place of the New Promotion screen mod? (it has that built in)
DERPKING1991 Aug 16, 2019 @ 5:05am 
[WotC] Richards SPARK Rework [Old, Unsupported]
meaning new stuff to come?
PizzaSHARK Dec 2, 2018 @ 11:09pm 
Any idea why my SPARKs have 3 armor to start with? I've got Metal Over Flesh active as well, but it doesn't appear to be adding Bulwark as part of the mod, looking at the ini's. The SPARK Rework appears to give them Bulwark but it's listed as a Corporal/Aspirant ability and these are all Squires.

I'd like to remove it since it's kind of absurd that enemies can walk next to one of your units and receive cover against the shielding unit's attacks. 3 armor is also kind of silly for how quickly you can get them on the field.
Richard  [author] Oct 16, 2018 @ 3:47pm 
@Skarsatai 2.0 I would assume so it builds fine for me and seems to work fine in game.
Skarsatai 2.0 Oct 16, 2018 @ 3:44pm 
TLP ready ?
Spotter Sep 30, 2018 @ 7:18pm 
As an assault AI, I feel the AIM should be 75 to 80 minimum. This would account for combat programming, ballistics knowledge, and so on, that an AI would be able to do much faster than a human. 💯🍻👍
Sophist88 Jun 5, 2018 @ 9:37am 
@richard
Yeah, all he did in Sparks can bond (https://steamcommunity.com/sharedfiles/filedetails/?id=1128718069&searchtext=sparks+bond) is a tiny config change.

[Spark X2SoldierClassTemplate]
+bCanHaveBonds=true
+FavoredClasses="Spark"
Richard  [author] Jun 5, 2018 @ 9:09am 
@baguda I only enabled bonds for SPARKS didn't do much else with it. I know that the bond abilities don't work. I have seen a mod use a workaround to make bond abilities show up.
Sophist88 Jun 5, 2018 @ 7:55am 
Another question: is it possible to give him bidirectional bonds? Was that a logical decision on your part because he is a robot or is there something in the game that prevents it?
Sophist88 Jun 5, 2018 @ 7:46am 
I have been playing with that mod trying to get it to work: https://steamcommunity.com/sharedfiles/filedetails/?id=1127287748&searchtext=robots+on+covert

I am stuck here:

static function bool IsNewUnitValidForIntSlot(XComGameState_StaffSlot SlotState, StaffUnitInfo UnitInfo)
{
local XComGameState_Unit Unit;

Unit = XComGameState_Unit(`XCOMHISTORY.GetGameStateForObjectID(UnitInfo.UnitRef.ObjectID));

if (Unit.ComInt >= eComInt_Savant || (!Unit.GetSoldierClassTemplate().bAllowAWCAbilities && !Unit.IsResistanceHero())) //not a soldier hero NOR can it get AWC abilities
{
// If this unit is already at the max Com Int level, they are not available
return false;
}

return IsNewUnitValidForCovertActionSoldierSlot(SlotState, UnitInfo);

If he isn't a soldier with awc abilities or a faction hero then what is he? Do you think he has a tag like this that could simply be added?