XCOM 2
DLC Breakthroughs Support
50 Comments
BottomScorer 6 Jan, 2023 @ 6:46am 
One Steam tag should be sufficient!

War of the Chosen

NOT war of the chosen!
NOT WotC!
Riekopo 19 Dec, 2021 @ 10:47pm 
Is this a bugfix or just a change/improvement?
Cid 12 Dec, 2021 @ 11:33am 
I learned about this mod from a great Breakthrough analysis/guide [www.vigaroe.com].
So thanks for the great mod and thanks to that excellent site for pointing me to it.
Rossocuore 18 Oct, 2021 @ 8:56am 
Hi all. I would like to install this MOD but I see that it shares the SPARK rifles upgrade with [WOTC] Trainable Sparks (and other Buffs), which I also happen to use. Would the installation of both mods double the buff on SPARK weapon breakthrough (+1 +1)? Did some of you use both and see what happens? Thanks.
miku567 17 Jul, 2020 @ 9:24am 
Is it possible for this mod to affect tactical layer? Asking because I have an issue that dosen't check the "kill remaining aliens" checkbox and forces me to evac.
https://www.reddit.com/r/xcom2mods/comments/hs7jyy/kill_the_advent_generalhack_the_security/? link to the modlist and launch.log
DustDevil 23 May, 2019 @ 3:21pm 
Works mid-campaign?
KT Chong 18 Dec, 2018 @ 2:50pm 
Are these breakthrough/upgrades retroactive?

i.e., if I built the Alien Ruler Armors first, and then the relevant armor breakthroughs showed up and I researched them, will the bonuses be applied to the Alien Ruler Armors?
Agrippa HX 4 Nov, 2018 @ 11:14am 
I just checked and the error Dragon32 reports is present in some of my log files also.
Dragon32 4 Nov, 2018 @ 6:17am 
Been going through my launch.log after a couple of missions. Spotted this, no idea if it's a problem or not:
[0138.15] Warning: Redscreen: CleanupPendingGameState called with a NULL game state!
Stack:
Script call stack:
(Default__X2DownloadableContentInfo_SPARKWeaponBreakthroughs) X2DownloadableContentInfo_SPARKWeaponBreakthroughs::AddMissingCat
(Default__X2DownloadableContentInfo_SPARKWeaponBreakthroughs) X2DownloadableContentInfo_SPARKWeaponBreakthroughs::OnLoadedSavedGameToStrategy
(XGStrategy_0) XGStrategy::UpdateDLCLoadingStrategyGame
(XGStrategy_0) XGStrategy::LoadingGame
Agrippa HX 9 Oct, 2018 @ 11:30pm 
@Prominent Penguin — I haven't seen any SPARKs in the DLC yet, but I haven't completed Legacy Ops. Since there is no strategic layer to the DLC and you therefore can't do any research, I'm not sure there are any breakthroughs to worry about.
Poker Penguin 9 Oct, 2018 @ 9:47pm 
assumably, this works with the tactical legacy dlc right?
ExoSoul 16 Sep, 2018 @ 7:35pm 
Does this stack with the "More Breakthroughs" mod for SPARKs? (do they get the bonus from heavy weapons breakthroughs on top of the heavy autocannon breakthroughs?)
zion6 30 Aug, 2018 @ 9:39pm 
Why does your description of this mod say "I kind of Regret Making Metal over Flesh Redux" cuz Sparks are fine in WOTC? You really think they keep up?
J.A.Ross 10 Jun, 2018 @ 1:16am 
thank you great mod one of thosae that fixes what devs should have put in game in first place. thx for picking up their slack man :)
Airu 8 Feb, 2018 @ 7:12am 
Is it possible to safely remove this mod after getting armor breakthoughs?
PatientLandBeaver 21 Sep, 2017 @ 5:09pm 
@RealityMachina Thanks so much for all of your mods and fixes! I highly suggest you add basic pictures to your fixes/;mods so people see something that grabs their attention (in addition to the current pic). Seeing a thumbnail of your script/code isn't very exciting to most people. :)
Kazarion 19 Sep, 2017 @ 4:48am 
I don't think there is a medium armor breakthrough (or I didn't get it in my entiere playthrough and so the Icarus armor won't be getting any upgrade.
Agrippa HX 17 Sep, 2017 @ 12:46pm 
Can this mod be added mid-campaign?
Player 16 Sep, 2017 @ 5:58pm 
Great work
astroand73 16 Sep, 2017 @ 10:02am 
Would it be possible to make a similar mod for ShardGauntlets as well? It also seems to be missing?
RealityMachina  [author] 15 Sep, 2017 @ 6:46am 
It should now.
Toxic Frog 15 Sep, 2017 @ 2:08am 
Cool thanks. One question tho : is it retroactive (eg: if we already get cannon breakthroughs before installing the mod) ?
DPK[???_????] 13 Sep, 2017 @ 6:45pm 
Thank you for updating this mod! Hope you have a great day!
Poobah 13 Sep, 2017 @ 11:00am 
Much needed, essential mod! Second the comments about including modular cannon and maybe a new breakthrough for medium armour (yay feature creep!) and maybe one for SPARK chassis?
DPK[???_????] 13 Sep, 2017 @ 7:25am 
modular cannon (extra upgrade slot) break through is not supported! Hope you will fix that!

thank you for your mod!
pintocat 12 Sep, 2017 @ 8:04pm 
Thanks :) It's kind of crap there's no breakthrough for medium armor, but that's out of scope for this
Nathan 12 Sep, 2017 @ 8:00pm 
Great! Subbed and thanks for the fixes! :thumb:
Hitman 12 Sep, 2017 @ 7:57pm 
good mod!!!


RealityMachina  [author] 12 Sep, 2017 @ 7:54pm 
Yeah it'll ignore the missing rulers content.
Nathan 12 Sep, 2017 @ 7:52pm 
Quick question: If I have the SPARK DLC but not the Rulers DLC, will this mod act weird and break my game? Or will it simply ignore the the missing rulers content and apply all spark tweaks normally?
RealityMachina  [author] 12 Sep, 2017 @ 6:23pm 
...sure why the heck not
pintocat 12 Sep, 2017 @ 6:09pm 
Can you do this for the Alien Hunter items? Heavy armor breakthrough doesn't affect RAGE, for example.
Julian Skies 12 Sep, 2017 @ 5:53pm 
Huhn, interesting. Apparently those breakthroughs work differently than I thought. I thought you'd assign an "archetype" to the breakthrough and it added it's effects to everything of that archetype.
Well, teaches me to assume when dealing with stuff I don't understand.
mynameactually 12 Sep, 2017 @ 5:50pm 
Hey, if you didn't make Metal over Flesh Redux, someone would have made something similar (and probably worse).
RealityMachina  [author] 12 Sep, 2017 @ 5:41pm 
@Julian Skies

Actually no, I completely forgot about the slot breakthrough, I only added support for the weapon damage breakthrough.

Fix coming shortly.
Julian Skies 12 Sep, 2017 @ 5:36pm 
@Gong-Gle-E
This mod makes so that the Cannon breakthroughts apply to the SPARK ones, so if you get the Modular Cannons breakthrough then the SPARK can get +1 slot!
Gong-Gle-E 12 Sep, 2017 @ 4:39pm 
great mod!

could you made 1 more?

i think sparks need to add additional weapon mod slot breakthrough.
Arkhangel 12 Sep, 2017 @ 4:27pm 
without*
Caidezes 12 Sep, 2017 @ 4:27pm 
Half the mods that alter game code are gonna look the same. No clue why Mr. Nice is bringing it up. The two mods don't even do the same thing.
Arkhangel 12 Sep, 2017 @ 4:26pm 
@Mr. Nice: you know, might also be a good idea to realize even if reality's copying your code, and that's not ncessarily the case, he actually puts stuff up as standalone, with needing extraneous crap along with the mod, and makes sure it's clearly explained.

You literally just copy-pasted the previous intro to your shaken scars mod despite the fact that Shaken is no longer tied to getting wounded, and actually had to be told to change it.
Julian Skies 12 Sep, 2017 @ 4:23pm 
For what's worth, RealityMachina, I think that the Metal Over Flesh mod is really, really important for the SPARKs, buff or no. Why? It adds... flavor and feel to them.
The faction classes have a special feel to them because they're more AP-dependant than the base classes. With that mod the SPARK has a special feel to it due to being able to be upgraded like a machine can be. So don't regret making that mod!
Also hooray for this mod, thank you for making it.
And thank you Mr. Nice for also making YOUR mod since it does other things as well, i'll take both thank you.
RealityMachina  [author] 12 Sep, 2017 @ 4:23pm 
...why did you think I brought up the whole "it looks like we modified the same Firaxis condition" thing? Of course it's going have the same white space, it's the same darn script we're modifying!
Mr. Nice 12 Sep, 2017 @ 4:18pm 
right down to the white space, right, I sent you a friend request if you want to talk, as I said. Plus of course the timing of release.
RealityMachina  [author] 12 Sep, 2017 @ 4:16pm 
Dude I just copied the expansion pack code and modified it for my needs, it's funny we had similar ideas close to each other but actually looking at your mod, it's not exactly the same, just similar because it looks like you modified the same condition.

Which isn't surprising because what we would've needed is editing the weapon types condition to handle multiples, so the end result is going be...editing the vanilla weapon type condition to handle multiples.
Mr. Nice 12 Sep, 2017 @ 4:07pm 
"Collaboration" involves asking first and giving due credit mainly. It got settled amicably enough the first time, but there was a clear understanding left there about asking first. He still has a friend request if he want's to take it private. He's online.
Sykomyke 12 Sep, 2017 @ 4:02pm 
@ Mr. Nice Honestly who cares? Even if he did rip off your code "detail for detail", it's just a mod. You aren't gaining money or donations, so honestly what are you exactly losing? The idea behind most modding communities is collaboration anyways. I mean, if there's two mods out there that do the exact same thing, then the only thing it's doing is just being redundant which isn't exactly a crime.

I'm just curious what you are so worked up about.
Vladimir Vladimirovich Putin 12 Sep, 2017 @ 3:41pm 
Nice work!
Mr. Nice 12 Sep, 2017 @ 2:46pm 
You could just about justify the last time because I hadn't ported that mod to WotC at the time, this time, an hour or so after mod publication...
Mr. Nice 12 Sep, 2017 @ 2:45pm 
Well well,
ripping of code again?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1133858760&tscn=1505250495

It's exactly the same code for adding spark weapons to the cannon breakthroughs.
DERPKING1991 12 Sep, 2017 @ 2:21pm 
YES!