XCOM 2
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[WOTC] Trainable Sparks (and other Buffs)
   
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12 Sep, 2017 @ 11:35am
25 Nov, 2018 @ 2:43pm
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[WOTC] Trainable Sparks (and other Buffs)

In 1 collection by Mr. Nice
Mr. Nice's Workshop - War of the Chosen
17 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 WOTC Community Highlander mod is required, without that fix the pocket will do nothing! That mod also includes a lot of other bug fixes.
  • Eligible to get Ammo & PCS upgrades on Legacy Ops.
  • 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 will be retroactively awarded the Ability Points and Hack progression due according to their rank, and receive their random XCOM abilities and other benefits. The only issue is that the Squire base abilities won't be displayed as neatly for existing SPARKs in the training screen, but that's just a cosmetic issue. If for some reason some of your SPARKs are still missing PCS or XCOM abilities, there is a button within Mod Config Menu to recheck existing SPARKs. This can also be done from the console with the new command 'CheckSparks'.

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.
    • Variant Power Armour Arms, which unlocks some variant Wraith and Warden armour arms parts which were hidden by Firaxis.
    • Less Overwatch Lock Ups!, which attempts to fix the visualization lockups during complex Overwatch/Reaction fire situations.
    • Better Armory Item Stats, which tweaks the stats display of weapons, utility items and upgrades in the Armoury, including displaying Critical Damage, Armor Pierce and Shred for all appropriate weapons.
    • Weapon Fixes, Which fixes a few issues with weapons and their upgrades, especially if you use mods which allow upgrades for (auto)pistols.
    • Chosen Info Controller Support, adds controller support for bringing up the Chosen Information Screen mid mission.
    • Peter's Grenades (and other TLP Fixes), which fixes some loadout, ability progression and UI issues with Legacy Operations.
    • Better Grappling!, fixes issues with Grappling targeting in certain world geometry.
    • Better Armory Item Stats, which tweaks the stats display of weapons, utility items and upgrades in the Armoury, including displaying Critical Damage, Armor Pierce and Shred for all appropriate weapons.
    • 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
Popular Discussions View All (1)
0
30 Jan, 2019 @ 8:15pm
Simplified Chinese Translation
zxc2008
179 Comments
DERPKING1991 12 Sep, 2017 @ 3:00pm 
XD
better to have a handcap to make a standalone of something than having to ask around for it
Mr. Nice  [author] 12 Sep, 2017 @ 2:50pm 
@pintocat I excluded "Volatile Mix", for the reason stated above, "Phantom", for the same reason as it's excluded with Specialists, it has odd/unintuitive interactions with the "bit", and "ShadowStep". All classes exclude either "ShadowStep" or "Lightning reflexes", so as to have only one overwatch counter abiility in their pool. I opted for lightning reflexes as making a bit more logical sense, a massive robot frame may not move sliently so well, but that computer circuitry can make it react & dodge well.
Arckange 12 Sep, 2017 @ 2:48pm 
Haaaaa, thx for this mod !
Mr. Nice  [author] 12 Sep, 2017 @ 2:44pm 
Yeah, he just ripped the code from this mod for that.
That's the second time he's done that ffs.
DERPKING1991 12 Sep, 2017 @ 2:18pm 
lol well speak of the Weapon Breakthrough for sparks, REALITYMACHINA made a mod just for it
DERPKING1991 12 Sep, 2017 @ 2:15pm 
But its only through this mod? Cause that would make sense if it was in the base wotc.
pintocat 12 Sep, 2017 @ 2:08pm 
Which cross class perks are possible for them?
Mr. Nice  [author] 12 Sep, 2017 @ 1:48pm 
Well while I wanted the SPARKs to benefit from the breakthroughs it lacked, I didn't want to add another "cost" to the unit, hence my approach of piggy backing on the grenadier cannon breakthroughs. The spark weapons are all refered to as cannons in their names just as much as the grenadier weapons, and the breakthroughs don't refer to grenadiers but to "cannons", so a face value reading would say those upgrades should apply to all "cannons" anyway!
DERPKING1991 12 Sep, 2017 @ 1:11pm 
I love the idea of the Weapon Breakthroughs then anything. Thos this adds more than the mod im using now but if it was possabie to make the Weapon Breakthrough for the sparks be nice.