XCOM 2
SPARK Pugilist Class (Base Game)
52 Comments
eastpaw 21 Jan, 2018 @ 12:17am 
Burning Finger haha
Emong  [author] 20 Oct, 2017 @ 6:06pm 
Tarsis 18 Oct, 2017 @ 4:23pm 
I for one, am very happy to hear that!
Emong  [author] 17 Oct, 2017 @ 3:10pm 
Just updating to let everyone know I haven't forgotten this. Life's just been busy lately. If I can find some time I'll see if I can get working on it over the weekend.
Emong  [author] 22 Sep, 2017 @ 4:16am 
Yep, as stated below this is using an outdated version of XModBase that isn't compatible with WotC. It'll be updated eventually once I get around to it.
Dukenukem117 22 Sep, 2017 @ 2:40am 
Unfortunately my game cannot boot with this. I have 300 mods and I went through them and found out it was this one. the Custom class support mod still allows me to boot oddly enough.
Tarsis 16 Sep, 2017 @ 4:20pm 
Pleasantly surprised to hear that. :)
Chonsu 14 Sep, 2017 @ 1:15pm 
Thumbs up ;)
Emong  [author] 8 Sep, 2017 @ 5:00am 
Actually looks like both of them work with the expansion (well, there's a beta for XModBase anyway), so I'll put updating them on my Things To Do list for once I finally play the expansion.
Emong  [author] 5 Sep, 2017 @ 4:05pm 
I'd love to, but the mods this requires (SPARK Custom Class Support, XModBase) haven't updated yet. I can't really get started until then. (Also I need to buy WotC eventually).
The Gonker 4 Sep, 2017 @ 11:05pm 
Any update for a Wotc version?
Petraglyph 20 Aug, 2017 @ 1:23pm 
puhguhlist
Emong  [author] 18 Aug, 2017 @ 5:45am 
That sounds like a mod conflict. Flurry's range is tied to the range that Bits have set. If another mod is changing that after I do (I set it to "melee range"), then that'll happen.
Dio Off-Brando 17 Aug, 2017 @ 3:36pm 
I like how it can use it's flurry to punch people from 10 tiles away. This is what this game needed, a near insta-kill that works as a better overwatch.
Emong  [author] 1 Mar, 2017 @ 3:38am 
So long as you give me credit you can do anything you'd like with this class's code.
Lurkerr 28 Feb, 2017 @ 9:41pm 
Ok, no problems. It's looking more and more like I am going to need to make it myself, do you mind if I use some of the abilities you have on this class for my own?
Emong  [author] 28 Feb, 2017 @ 4:15pm 
Probably not, honestly. I'm not very interested in Long War 2 to begin with, and I tend to only really get into personal modding projects. Sorry, friend.
Lurkerr 28 Feb, 2017 @ 3:33am 
Would you be open to the idea of making a new mod if I would pay you? I really want a new spark class.
Emong  [author] 28 Feb, 2017 @ 3:32am 
I've been mostly out of modding just due to being caught up in playing other games.
Lurkerr 28 Feb, 2017 @ 12:15am 
Are oyu still making mods? I am looking to commission a modder to make a spark class for LW2.
Emong  [author] 1 Feb, 2017 @ 3:31am 
So long as SPARK Custom Class Support works with LW2, I think it'll be fine? I haven't tested it extensively so I can't give you a guarantee.
Zero 1 Feb, 2017 @ 1:42am 
This doesn't have issues with LW2 right?
Forager 31 Jan, 2017 @ 2:19am 
@Uhndeth We live in hard times
Uhndeth 27 Jan, 2017 @ 9:51am 
You named it the Pugilist instead of the Rockem' Sockem' Robot?
Game kNight Plays 30 Nov, 2016 @ 3:29pm 
Yeah his impressiveness didn't really show in that episode :D But he is still young!
I understand, sometimes the motivation just isn't there :)

Your mod is really good and a lot more satisfatory than the Sparks - combined with the LW chassis he is a really good brawler!
Emong  [author] 30 Nov, 2016 @ 1:59pm 
@Game kNight

I am very proud that his first attack was a 7% miss.

I can give you a very definite maybe on updating with more skills. I have vague plans for an extra, more defensive skill tree but as I've said before I've fallen out of modding XCom a little bit. I also have like two more SPARK classes in various states of completion I should probably finish at some point.
Game kNight Plays 30 Nov, 2016 @ 11:42am 
P.B.C in action (Pugilist Buddy Chappi) in my let's play - this mod is aMACEing!
https://t.co/a5ajxQ7ymU

@Emong any chance that you will update this with LW skills - more skills and the last rank as well?
Jonathan Joestar 21 Sep, 2016 @ 6:22pm 
Ah, thanks. I've messed with the games inis before, but not mod ones.
Emong  [author] 21 Sep, 2016 @ 4:19pm 
You're going to want to look in [SteamInstall]\steamapps\workshop\content\268500\732838044\Config
Jonathan Joestar 21 Sep, 2016 @ 4:16pm 
Hello there, really looking forward to using this mod, but having a bit of a problem. I've checked the inis located at MyGames/XCOM2/XcomGame/so on, and at the steam/steamapps/common/XcomGame/so on until I arrive at DLC3, and I can't find th ini for this mod. I was really hoping to use it alongside upgradable SPARKs, and was wondering if I had missed a place to look.
Emong  [author] 8 Sep, 2016 @ 2:45pm 
@CombatMist
Entirely possible (the code would probably be mostly the same as Float with a different buff and a different trigger), though I've sort of fallen out of active XCOM modding for the moment (very busy right now, and playing a lot of non-XCOM games). I'll throw it on my ever expanding list of things I want to do, and if I ever happen to be in the mood to whip something together I might do it. No promises, though!
Emong  [author] 15 Aug, 2016 @ 1:42pm 
@CombatMist In XComGameData.ini in that same folder there's three TIERX_STRIKE_DMG lines that let you mess with a few other values. Anything more than that (Crit chance, stunning, etc) would require script changes.
Emong  [author] 15 Aug, 2016 @ 1:39pm 
@LittleSister You'll need to install SPARK Custom Class Support by -bg- in order to use this class. With that installed it should give you an option of which class you want to make a SPARK whenever you build one.
LittleSister 15 Aug, 2016 @ 12:44pm 
i downloaded this mod and build 5 sparks in my current playthrough and all of them became the default spark class i also have installed commanders choice but i only have the option to turn regular soldiers into spark pugilists but no spark .... how do i get my spark to become this class?
Emong  [author] 14 Aug, 2016 @ 6:32pm 
The quick and dirty way to do it would be to go to [Steam Install Location]\steamapps\common\XCOM 2\XComGame\DLC\DLC_3\Config\XComGameData_SoldierSkills.ini and set STRIKE_COOLDOWN to 0 and STRIKE_HITMOD to 30. Those are the only differences between Left Hook and Strike (it's mostly a seperate ability to minimize conflicts with other mods).
Emong  [author] 9 Aug, 2016 @ 5:54pm 
The latest update to the Soldier Fatigue mod should fix Pugilists getting fatigued.
Emong  [author] 3 Aug, 2016 @ 4:18pm 
Ah, the Fatigue mod is probably checking soldier class instead of soldier type. Nothing to be done about it on my end, that would have to be fixed by the Fatigue mod itself. Thank you for the compliments, though!
Servant of CTan 3 Aug, 2016 @ 4:14pm 
Just a minor compatibility issue with the Fatigue mod. It appears that MECs created with the Custom Class Support for SPARKs mod (including your awesome Pugilist class) recieve fatigue like regular human soldiers. On top of that, the accumlated fatigue doesn't decrease and remains regardless of time passed. The regular, default SPARK class is uneffected.

Apart from that I am really loving this class.
Emong  [author] 30 Jul, 2016 @ 12:05pm 
Updated again! There is now an option to enable bigger punches for the Pugilist's skills. The class icon got put off because I didn't end up liking how it looks.
Emong  [author] 29 Jul, 2016 @ 4:29pm 
Update! There is now option compatibility with RealityMachina's Metal Over Flesh mod. Turn it on in the ini if you'd like.
Dio Off-Brando 29 Jul, 2016 @ 2:08pm 
That is a beautiful plan.
Emong  [author] 28 Jul, 2016 @ 5:37pm 
Perk/ability icons are a pain to work with for making class icons because they're actually black and transparent images that the game recolors. I have an icon made up that's basically an alien skull that I'm thinking of using.
Dio Off-Brando 28 Jul, 2016 @ 3:10pm 
If you want a class icon, why don't you use the normal punching icon. and then have it connected (properly) to an alien icon's face? It would be appropriate IMO.
Emong  [author] 28 Jul, 2016 @ 2:57am 
@Natural Causes If I understand what you're looking for correctly, that would probably require a change to the SPARK's skeleton to add a point for fist weapons to snap to. I'm not really familiar enough with modeling to pull off something like that.
Xeraphale 28 Jul, 2016 @ 1:26am 
Someone watched Real Steel on Netflix last night.
buchanan.johnd 27 Jul, 2016 @ 11:22pm 
This sounds awesome! Thank you for making it!
Experiments 27 Jul, 2016 @ 10:17pm 
As a secondary weapon ideally, using the heavy weapon slot. Utility items don't class-restrict and even a heavy weapon needs to be made compatible with EXO and WAR suits with how XCOM 2 is designed. Primary weapon slot is interesting but there's too many issues for me.
Nox Vereor 27 Jul, 2016 @ 10:08pm 
@Natural Causes The inability to shoot would also be an interesting trade-off for the raw STRIKE power that the SPARK class has.. Or were you referring to a secondary weapon?
ShunBrokuSatsu 27 Jul, 2016 @ 9:46pm 
Lol "Burning Finger"... awesome :D.
Experiments 27 Jul, 2016 @ 9:13pm 
I think we need a 'punching knuckle' set of weapons rigged to the right-arm to suit this class. Though damage-wise it could alter how to approach your mod. Without the animations, I wonder if re-rigging the EW mesh would be worthwhile.

Would you have any use for prototyping this if I can rig it? I already want to try it with my Advent MEC mod since I need a more convincing anti-riot unit.