XCOM 2
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[WOTC] Iridar's SPARK Arsenal 3.2
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11 черв. 2020 о 10:46
11 верес. о 22:08
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[WOTC] Iridar's SPARK Arsenal 3.2

В колекціях (1) автора Iridar
[WOTC] Fire and Flames Collection
Предметів: 19
Опис
Adds new weapons, tools and gameplay mechanics for SPARKs, MEC Troopers and regular soldiers.

>>> CLICK HERE FOR THE FULL LIST OF NEW FEATURES <<<

New Primary Weapons for SPARKs and MEC Troopers:
  • Heavy Cannons (3 tiers)
  • Incinerators (3 tiers)

New Secondary Weapons for SPARKs and MEC Troopers:
  • Ordnance Launchers (3 tiers)
  • Kinetic Strike Module (1 tier)
  • Munitions Mount (2 tiers)

New Heavy Weapons:
  • Kiruka Autogun
  • Kiruka Autopulser
  • Heavy Strike Module
  • Powered Strike Module
  • Restorative Mist
  • E.M. Pulse

New Inventory Slot for SPARKs and MEC Troopers: Auxiliary Weapon

New items that go into that slot:
  • Special Shells for Heavy Cannons (3 variants, each has 2 tiers)

New Weapon Upgrades:
  • Experimental Magazine - grants an Ammo Slot.
  • Speed Loader - reload for free when performing a dash.

New Experimental Ammo: Sabot Rounds

BIT and GREMLIN Changes:
  • SPARKs, MEC Troopers, Specialists and other similar classes can now use both BITs and GREMLINs as secondary weapons.
  • BITs can be used with all vanilla Protocol abilities, including remote hacking, but they are weaker in that role than GREMLINs.
  • BITs no longer grant a generic Heavy Weapon slot, and instead add a BIT Heavy Weapon slot.
  • Control over the heavy weapon in that slot is temporarily transferred to the target allied soldier when you use Aid Protocol on them.
  • SPARKs / MEC Troopers equipped with a BIT or GREMLIN will gain Aid Protocol, Active Camo (see below) and Entrench Protocol.
  • Entrench Protocol will extend the duration of Aid Protocol used on self as long as the unit doesn't move, but the cooldown is extended as well.

Misc changes:
  • SPARKs and MEC Troopers have their detection radius increased by 50%, making it much harder for them to stay concealed. Having a BIT or GREMLIN equipped will grant the Active Camo passive ability, which will reduce the detection radius to be the same as for regular soldiers.
  • SPARKs and MEC Troopers no longer have a dedicated Heavy Weapon slot by default, but they can still equip them on a BIT, or in the Auxiliary Weapon slot, if you complete the required Proving Grounds project.
  • SPARKs and MEC Troopers can now Hack objectives without having a BIT equipped and gain +30 Hack at squaddie.
  • SPARKs and MEC Troopers now have Hunker Down and Deflect animations. SPARK Arsenal currently does not add any abilities that use these animations, but it allows existing third party abilities, such as Shield Wall, to visualize properly.
  • Shredder Gun, Shredstorm Cannon and Plasma Blaster heavy weapons now properly knockback enemies on kills.

BALANCING

This mod is a significant buff to SPARKs' and MECs' power. However, it is created around the expectation that SPARKs and MEC Troopers do not have Utility Slots.

KNOWN ISSUES

SPARK Heavy Cannon can fire for free when using RPGO under the effects of Overdrive. This is caused by RPGO and will not be fixed in this mod.

REQUIREMENTS
  • X2WOTCCommunityHighlander v1.21 or higher is required.
  • Shen's Last Gift DLC is required.
  • Alien Hunters DLC - probably required.

COMPANION MODS
  • [WOTC] Iridar's Weapon Skin Replacer - removes unwanted "primary" versions of some of the items added by this mod.
  • [WOTC] Iridar's Template Master - Core - adds icons for Incinerators' weapon upgrades that are available only if you also use Immolator Overhaul mod.
  • [WotC] Weapon Fixes - fixes Incinerators attack visualization.
  • [WOTC] Rocket Launchers 2.0 - fully supported. This mod enables SPARKs to carry, Take, Arm and Give rockets, as well as Fire them with the Ordnance Launcher. SPARKs do not suffer movement penalties for carrying rockets. All rockets are supported, including the Tactical Elerium Nuke. Judgement Day is upon ADVENT.
  • SPARK Launchers Redux - can be carried in the Auxiliary Weapon Slot.
  • [WOTC] Iridar's Scatter Mod - adds scatter to grenades and rockets and HE/HESH Heavy Cannon shots.
  • Immolator + Chemthrower Abilities - adds Canisters that work with SPARK Incinerators when carried in the Auxiliary Weapon Slot, and weapon upgrades for Incinerators themselves. You can also subscribe to [WOTC] Immolator Overhaul so that Mitzruti's Immolators look like mini-Incinerators.
  • WotC Ballistic Shields - enables SPARKs to use Ballistic Shields as secondary weapons.
  • [WOTC] System Infiltration - fully supported. SPARKs and MEC Troopers can use System Infiltration with and without BIT/GREMLIN, as well as carry the Hacker's Laptop in the Auxiliary Weapon slot.

COMPATIBILITY

I tried to keep the mod as compatible as possible, including all the major overhauls. For compatibility notes with specific mods please go here.

Compatible with Prototype Armory and Covert Infiltration through this bridge mod.

Requires Mod Jam for compatibility with LWOTC.

CONFIGURATION

The mod is highly configurable through various files in:
..\steamapps\workshop\content\268500\2127166233\Config\

COOKED ASSETS

This mod's packages are cooked to reduce their size and improve loading times. You can find the uncooked version of the mod on GitHub[github.com].

CREDITS

First of all, huge thanks to my patrons on patreon[www.patreon.com] for producing this mod. It's a blast to work with so many wonderful people. Particularly:
Arkhangel, lago508, Chris the Thin Mint and Wolfcub05 - feedback and ideas.
Kiruka - a long time patron, requested the Autogun to make SPARKs better equipped to deal with the Lost. I named the weapon after her as a sign of appreciation for her support.

And thanks to comrades in arms:
XCOMrades - Russian translation.
Musashi - for graciously providing the custom death animation code.
NeIVIeSiS - for making many of the icons for this mod.
bstar - brainstorm assistance.
Популярні обговорення Переглянути всі (14)
49
5 берез. 2023 о 19:33
ЗАКРІПЛЕНО: Mod Compatibility
Iridar
17
8 черв. 2022 о 23:26
Cannot Fire Missiles! help!
Ahrimansiah
3
27 берез. 2023 о 9:00
Русская локализация мода версии 3.1
Aks
Коментарів: 1 142
Iridar  [автор] годину тому 
You're using a mod that gives you a SPARK without giving SPARK's normal weapons.
Mobiusly Ghost годину тому 
If I equip a spark with one of the new heavy weapons added by this mod I find it's impossible to reequip the vanilla heavy cannon. Also, if I equip a Gremlin onto the Spark there's no way to go back to the bit. They no longer show up in the selection menu. Whats going wrong?
Iridar  [автор] 15 жовт. о 22:14 
99.99% issue is on your end. See if the game will start fine with just this mod and its requirements.
SnekMach 15 жовт. о 20:40 
Just to add a bit more info, with my entire modlist active and other of your mods, loads fine, with this mod it breaks. So its either the culprit or a mix of my modlist.

https://pastebin.com/SrVXvBJ1 - modlist
SnekMach 15 жовт. о 20:37 
Sorry to bother, been trying to play the game after a while of not doing so, and seems there is a bug with this mod that stops it from ever loading while active.

Log reports as the culprit this function, which seems to be part of Higlander:
Failed to find function AddEntryStatic in X2LootTableManager XComGame.Default__X2LootTableManager

Using latest Highlander 1.28.1 and latest version of this mod.

Verified integrity of game, redownloaded both mods, reset Config and still having the issue.
Jred7703_2 2 жовт. о 20:57 
ah, nvm, i realized that its for adding experimental ammo, not magazine size.
Jred7703_2 2 жовт. о 20:56 
sorry If I'm being dumb, but I put the experimental mag on the tier 3 version of the cannon, in hopes of being able to shoot 2 turns in a row, but the magazine size is the same at 1 ammo per reload. Is it bugged or is the mag supposed to do something else than increase ammo capacity.
meowbaawoof 28 верес. о 16:05 
All right.If that's your Module setup, then I support it.I just suddenly discovered that munitions mount is the only stuff of the mod that has this limitation.
Iridar  [автор] 28 верес. о 10:14 
Presumably because whatever class you're talking about is set up to use other spark weapons, but not the munitions mount.
meowbaawoof 28 верес. о 9:18 
Why can all other weapons be used directly, but not Munitions Mount? I had to add the class to the 【XComSparkArsenal.ini】, even if Its primary weapon is sparkrifle and already carried a heavy cannon.