XCOM 2
Mod Jam for LWOTC (OLD, UNSUPPORTED)
Kiruka  [developer] 26 Nov, 2020 @ 12:05pm
Changes to Spark Arsenal
- I've introduced a new variant of the Kinetic Strike Module, called the Prototype Strike Module (PSM for short). This is available from the start of the campaign in infinite quantities. It does not modify any SPARK or MEC Trooper melee skills at all, nor does it increase melee damage, but it does offer the Kinetic Strike skill which still hurts a lot and can easily destroy cover or make openings in walls.

- The Kinetic Strike Module itself is now gated behind the Andromedon Autopsy and WAR Suit research rather than the Advent MEC Breakdown and costs a bit more, but its melee damage buff has been increased (80% from 60%).

- The Kinetic Strike skill, whether used with the PSM or KSM, is no longer turn-ending if used with a unit that has any of these skills: Assault Servos (Mechatronic Warfare), Shock Absorbers (MEC Troopers) or Marauder.

- Restorative Mist is now available from the start of the campaign in infinite quantities, and has buffed AoE to match LW1's. Hopefully this will allow it to compete with that ♥♥♥♥♥♥♥ Shredder Gun.

- The Heavy Strike Module is now available from the start of the campaign in infinite quantities, but has had its damage nerfed. It's still a good choice for busting through walls or just generally long missions.

- The Powered Strike Module does double the damage of the Heavy Strike Module, but is now gated behind the Andromedon Autopsy and WAR Suit research just like the KSM.

- The Kiruka Autogun has been buffed in terms of damage, since it's competing with the ♥♥♥♥♥♥♥ Shredder Gun and isn't infinite. It is gated behind Magnetic Weapons research, but the build cost is pretty low, much like a Mag Pistol. It also has a new range table, the same as the bullpup in LWOTC.

- The Kiruka Autopulser has also been buffed in damage, and is gated behind Plasma Rifle research but is also pretty cheap. It also does a point of Rupture like other beam guns in LWOTC. Also has the above mentioned range table change.

- BITs have been added as secondary weapon options for LWOTC's Specialists and Shadow Ops' Dragoons (LWOTC edition).

- The Electro Pulse is very different. It can damage everything now, but still does more damage to robots. Its radius is also the same size it was in LW1, and has a 3-turn cooldown instead of charges just like LW1. However, it no longer reduces hack defense or disables enemy weapons. You'll need Bluescreen research to build them. They're a little more expensive in terms of Supplies, and also need some Alloys, Elerium Dust and an Elerium Core.

- Incinerators have been buffed in damage across the board, as they are massive and should absolutely out-damage a Gauntlet flamethrower.

- Ordnance Launcher upgrades are now gated behind EXO Suit and WAR Suit research rather than basic armor research. Higher tiers increase range, and the Beam tier also grants Blaster Launcher targeting for grenades. Costs are comparable to that of the Gauntlet.

- Sabot Rounds are now built from Advent Sniper Corpses. If you don't have Advent Sniper, there's a bonus config line to use Advent Turret Wrecks instead. You'll also need to complete the Sabot Rounds project in the Proving Grounds before you can build them in Engineering.

- Mechanized Arm Transformation Gears tech has the same requirements as before (Mechanized Warfare OR Lost Towers mission), but its cost has been lowered to 30 Supplies, 2 Alien Alloys and 2 Elerium Dust.

- Experimental Shells tech is cheaper and gated behind Modular Weapons and Hybrid Materials. It still grants infinite copies of all special shells and the Munitions Mount.

- Advanced Munitions mount and the second tier of the special shells are built one at a time in Engineering after researching Advanced Grenades. Improved Shells tech is gone.

- Artillery Cannons have been buffed in damage across the board to keep them competitive with LWOTC's buffed Autocannons.

- Protocol Suite no longer grants a bonus to Hacking, as LWOTC's SPARKs start with a Hacking stat of 35 already. (For those of you using MEC Troopers: my LWOTC edition of them will also feature a starting Hacking stat of 35.)

- As Mechatronic Warfare is no longer a roster mod, the melee damage adjustment once housed there is now housed in Spark Arsenal's folder instead. SPARKs' Strike damage has been buffed to keep melee competitive with LWOTC's buffed SPARK firearms. SPARKs now do 8/10/12 damage with the Strike attack based on equipped chassis, and their crit damage increases a little bit with the higher tiers as well.
Last edited by Kiruka; 21 May, 2021 @ 9:00am
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Showing 1-14 of 14 comments
Arkay 10 May, 2021 @ 7:40am 
I think I'm having some sort of conflict between ModJam and Iridar's mod that won't allow me to build any more Ordnance Launchers. I already had one before installing ModJam midgame, but got so caught up in all the other new features I didn't notice I couldn't build any more from Engineering.

I tried reinstalling both Iridar's Arsenal and ModJam, and it only seems to work normally when I deactivate ModJam (it breaks the other mods affected by it, of course).
Kiruka  [developer] 10 May, 2021 @ 7:49am 
Originally posted by Arkay:
I think I'm having some sort of conflict between ModJam and Iridar's mod that won't allow me to build any more Ordnance Launchers. I already had one before installing ModJam midgame, but got so caught up in all the other new features I didn't notice I couldn't build any more from Engineering.

I tried reinstalling both Iridar's Arsenal and ModJam, and it only seems to work normally when I deactivate ModJam (it breaks the other mods affected by it, of course).

Do you have the requirements met to build the MG and BM tier Ordnance Launchers within the Mod Jam setting (I'm assuming you're not having an issue with CV tier, as those are supposed to be infinite)? MG tier requires Battle Armor (EXO Suit) research, and BM tier requires Battlesuits (WAR Suit) research.
Arkay 10 May, 2021 @ 8:40am 
Thanks for the quick reply.

Yes, I had the EXO research before installing MJ, and advanced to WAR afterwards.
I don't have any issues with the Conventional Launchers, and they are infinite as intended.
Kiruka  [developer] 10 May, 2021 @ 9:07am 
Originally posted by Arkay:
Thanks for the quick reply.

Yes, I had the EXO research before installing MJ, and advanced to WAR afterwards.
I don't have any issues with the Conventional Launchers, and they are infinite as intended.

The only other requirement is Mechanized Warfare (which should also count the Lost Towers mission if you do that instead). Are you still able to spawn the upgraded Ordnance Launchers via the console? And what happens if you remove MechanizedWarfare from the following two lines in Mod Jam's Spark Arsenal folder's XComLW_Overhaul.ini file?

+ItemTable=(ItemTemplateName="IRI_OrdnanceLauncher_MG", Slots=0, Starting=false, Infinite=false, Buildable=true, RequiredTech1="EXOSuit", RequiredTech2="MechanizedWarfare", SupplyCost=25, AlloyCost=1, CrystalCost=1, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=12, RequiredEngineeringScore=20, Tier = 157, PointsToComplete=200)
+ItemTable=(ItemTemplateName="IRI_OrdnanceLauncher_BM", Slots=0, Starting=false, Infinite=false, Buildable=true, RequiredTech1="WARSuit", RequiredTech2="MechanizedWarfare", SupplyCost=100, AlloyCost=10, CrystalCost=5, CoreCost=1, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=50, RequiredEngineeringScore=35, Tier = 177, PointsToComplete=200)
Last edited by Kiruka; 10 May, 2021 @ 9:07am
Arkay 10 May, 2021 @ 4:00pm 
Originally posted by Kiruka:
The only other requirement is Mechanized Warfare (which should also count the Lost Towers mission if you do that instead). Are you still able to spawn the upgraded Ordnance Launchers via the console?

I did the Lost Towers mission, and Mechanized Warfare isn't showing up on the completed projects list. I can spawn the launchers vía console, so the game is registering that, at least, and it's showing up with the stat changes in MJ.

Originally posted by Kiruka:
And what happens if you remove MechanizedWarfare from the following two lines in Mod Jam's Spark Arsenal folder's XComLW_Overhaul.ini file?

That did it! I'm also now realizing the "Leafstar" cannon and a few other things aren't showing up either, though I thought I needed more weapons research for it. Thank you so much, Kiruka!
Last edited by Arkay; 10 May, 2021 @ 4:02pm
SapperDapper 11 May, 2021 @ 2:48am 
Couple questions. Does the bit still have the aid protocol ability and allow the soldier it’s used on to use the bits heavy weapon? Also does the rainmaker ability still effect the auto gun?
Kiruka  [developer] 11 May, 2021 @ 2:52am 
Originally posted by SapperDapper:
Couple questions. Does the bit still have the aid protocol ability and allow the soldier it’s used on to use the bits heavy weapon? Also does the rainmaker ability still effect the auto gun?

Yes, yes and yes.
Kiruka  [developer] 11 May, 2021 @ 3:06am 
Also, update incoming to remove the MechanizedWarfare requirement from everything in Spark Arsenal. Turns out LWOTC ♥♥♥♥♥ with the vanilla function that makes it so that completing that Proving Grounds project OR doing the Lost Towers mission counts for the research. LWOTC's function works for LWOTC-native gear, but not gear from other mods.
Arkay 11 May, 2021 @ 4:57am 
Originally posted by Kiruka:
Also, update incoming to remove the MechanizedWarfare requirement from everything in Spark Arsenal. Turns out LWOTC ♥♥♥♥♥ with the vanilla function that makes it so that completing that Proving Grounds project OR doing the Lost Towers mission counts for the research. LWOTC's function works for LWOTC-native gear, but not gear from other mods.

I think you should do so for SPARK Launchers Redux as well, because they weren't showing up for me before. After applying this "fix", everything seemed to be okay.
Kiruka  [developer] 11 May, 2021 @ 5:02am 
Originally posted by Arkay:
Originally posted by Kiruka:
Also, update incoming to remove the MechanizedWarfare requirement from everything in Spark Arsenal. Turns out LWOTC ♥♥♥♥♥ with the vanilla function that makes it so that completing that Proving Grounds project OR doing the Lost Towers mission counts for the research. LWOTC's function works for LWOTC-native gear, but not gear from other mods.

I think you should do so for SPARK Launchers Redux as well, because they weren't showing up for me before. After applying this "fix", everything seemed to be okay.

Good idea, will do.
ShunBrokuSatsu 5 Oct, 2021 @ 11:48am 
Anyone else noticing that sabot rounds with LWotC don't seem to be working as expected? They do not reduce squadsight penalties and on top of that they only bypass some enemie's defense. I noticed that it does not bypass the defense on drones.

Want to see if anyone else is having this issue in LWotC.
So when i enable mod jam, my heavy railgun from spark arsenal turn into spitfire pulsecannon and lost its image in weapon loadout. My spark also pose with no gun in its hand & when firing, the target just exploded without spark doing firing animation & there is alo no bullet fx. Am i missing something? is heavy railgun really from spark arsenal?
Kiruka  [developer] 30 Oct, 2021 @ 7:32am 
Originally posted by ~𝕴Ⓝ𝙎𝓸ℳ𝕟❕𝔸~:
So when i enable mod jam, my heavy railgun from spark arsenal turn into spitfire pulsecannon and lost its image in weapon loadout. My spark also pose with no gun in its hand & when firing, the target just exploded without spark doing firing animation & there is alo no bullet fx. Am i missing something? is heavy railgun really from spark arsenal?

You need Iridar's Laser and Coil Weapon Assets. It should be in Mod Jam's Required Items.
Originally posted by Kiruka:
Originally posted by ~𝕴Ⓝ𝙎𝓸ℳ𝕟❕𝔸~:
So when i enable mod jam, my heavy railgun from spark arsenal turn into spitfire pulsecannon and lost its image in weapon loadout. My spark also pose with no gun in its hand & when firing, the target just exploded without spark doing firing animation & there is alo no bullet fx. Am i missing something? is heavy railgun really from spark arsenal?

You need Iridar's Laser and Coil Weapon Assets. It should be in Mod Jam's Required Items.
owh definitely missing that from my load order. that explain everything. thank you
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