XCOM 2
[WotC] Unkillable Sparks
21 Comments
NightNinja54 11 Aug, 2021 @ 7:42pm 
Ah this is sweet. Thanks for making this
looplick  [author] 8 Jun, 2021 @ 2:56pm 
@thedeathunter It was my pleasure. I only ever build one Spark as I consider it a hero unit, and before I would die a little bit inside when it got destroyed... I needed a solution that wasn't too OP.
Adjustdium 7 Jun, 2021 @ 7:16pm 
Thanks for this, I always found it dumb how sparks, despite being mechs, were the same as human soldiers and couldn't be rebuilt or in any other be rescued from death.
looplick  [author] 5 Apr, 2021 @ 4:11am 
UPDATE:

There is now a config option to disable the automatic patching of the Spark's character template. This is in case you want to use the auto evac ability in different ways with the Spark, for example having to earn it as a perk from levelling.

The ability name is AbilityName="UnkillableSparksWOTC_AutoEvac".
looplick  [author] 5 Apr, 2021 @ 3:43am 
@Firejedi This does not automatically apply to any other character except Sparks. If you want to use it with other classes, the ability name is

AbilityName="UnkillableSparksWOTC_AutoEvac"

You can apply it yourself by editing ClassData.ini files.
Firejedi 4 Apr, 2021 @ 11:35pm 
Does/can this apply to the MEC Trooper mod?
looplick  [author] 2 Apr, 2021 @ 9:18am 
UPDATE:

There is now a config option to allow Sparks to be captured. Default is false.

Rescue missions seem to work fine. The Spark just becomes another soldier on the mission. I did limited testing though, so user beware.
looplick  [author] 2 Apr, 2021 @ 3:24am 
UPDATE:

Fixed a bug relating to the amount of HP the Spark would have after the mission. It wasn't always 1 HP as intended.

Auto evac is now chance-based and is configurable. Default is 100%. The chance is rolled at the very beginning of the mission, so loading a save or using the restartlevel command won't alter the result unfortunately.
Orion 1 Apr, 2021 @ 11:02pm 
Alright, g'luck.
looplick  [author] 1 Apr, 2021 @ 7:57pm 
I'll add some more features. You all have some good ideas. I'm just troubleshooting a little bug that's proving hard to squash. Once I figure it out (if I can) I'll add some more options. Percent Chance will be in the next update for sure.
Orion 1 Apr, 2021 @ 5:40pm 
Just an idea, what if you made a separate version of this where you could evac them manually or have to do a bit of research to gain the ability to allow Sparks to auto-evac.
=[NK]= Col. Jack O'Neil 1 Apr, 2021 @ 4:09pm 
Thank you! What about also a chance to they could be captured? Or is it that too complex?
looplick  [author] 1 Apr, 2021 @ 1:27pm 
@Archmagexemnos Sorry, that's beyond the scope of this mod.

What you can do is open steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Config\DefaultGameCore.ini with Notepad and search (Ctrl+F) for BLEEDOUT_BASE. It's set to 10. Set it to -100 (negative 100) and your soldiers will always bleedout. You can also change BLEEDINGOUT_TURNS to 99.
Archmagexemnos 1 Apr, 2021 @ 12:34pm 
Would it be possible to edit the config to make this apply to regular soldiers as well? I spend a lot of time customizing my units and hate having to save scum when they die. It would be to nice to be able to still get penalized for dying without permanently losing my dude, ala casual mode in Fire Emblem.
looplick  [author] 1 Apr, 2021 @ 6:45am 
I'll put a config together and make it chance-based. Default to 100% for us weenies.
=[NK]= Col. Jack O'Neil 1 Apr, 2021 @ 6:13am 
Chance based would be awesome :)
looplick  [author] 31 Mar, 2021 @ 3:48am 
@Takkulue Waltz

Yes it's guaranteed, at least as far as anything is guaranteed in XCom2...

Making it chance-based is a good idea though.
RedWaltz_01 31 Mar, 2021 @ 2:14am 
Is it garrenteed? cuz this seems a bit O.P.
Newt 30 Mar, 2021 @ 1:27pm 
a very good idea Thx
looplick  [author] 30 Mar, 2021 @ 1:24pm 
@cryomancer993 I don't think you have to start a new game. I'm pretty sure the game re-builds each soldiers abilities at the start of each mission. So if you subscribe while currently in a mission, then it will take effect starting on the next mission.
cryomancer993 30 Mar, 2021 @ 1:11pm 
Would you have to start a new game to use this?