XCOM 2
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Project LASER : A Proficiency Sparks Plugin 3.0
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5 Dec, 2021 @ 5:08pm
12 Aug, 2022 @ 5:09pm
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Project LASER : A Proficiency Sparks Plugin 3.0

Description
Update: IMPORTANT - I have updated this mod's requirements to Modpocalypse Perk Pack instead of Proficiency Combat Engineer v1.91 to reflect the update to MPP where it acts as a replacer for the Proficiency versions of the Cloistered Shielding and Minor Kinetic Plating perks. V1.91 Combat Engineer will still fulfill these requirements but as the mod is about to be replaced by v2 switching to the new requirements is recommended.

This mod is built to fill that rather large hole in the Proficiency classes - SPARKS.
It was inspired by Lord Abizi's LASER Spark mod that he had been working on.

The mod replaces the single SPARK class with 3 new classes which make full use of Iridar's SPARK Arsenal's weapons. SPARK Arsenal is a fantastic mod, but it presents a solution without a problem. Normally, there is mostly only one SPARK class, and so weapons that dramatically change the play style of the SPARK can't take full advantage of the class tree. By introducing 3 new SPARK classes, you can now enjoy perks that fully support the new weapons, and truly use SPARKs in new ways.

All 3 of the new SPARKS share the same Proficiency Abilities, and the GTS Unlocks cover all 3 classes simultaneously. All SPARKS can equip the Kinetic Strike Module and Hacker's Laptop (from the System Infiltration mod) in their Auxiliary Slot. Spark: Infiltrator can now equip a Holotargeter in their Auxiliary slot.

By Default, Proficiency Sparks cannot bond.

3 New Spark Classes
  • Spark: Infiltrator - Covert Ops, Hacking & Combat Support. Equipped with Spark Rifles & BITs/Gremlins.
  • Spark: Artillery - Long Range Fire Support. Equipped with Artillery Cannons and Ordnance Launchers.
  • Spark: Pioneer - Frontline Melee & Battlefield Control. Equipped with Incinerators and Shields.

Proficiency: Core Spark Systems
Level I - Gained at Squire (1)
  • Overdrive - Take three actions this turn, and no action is turn-ending. Multiple Standard Shots incur a 15% aim penalty after the first shot. 4 turn cooldown.
  • Kinetic Strike - Attack any enemy within movement range with a devastating punch. 2-turn cooldown. Damage is dependent on equipped chassis.
  • Robotic Chassis - This unit is immune to fire and poison damage, and provides full cover to adjacent allies.

Level II - Gained at Knight (3)
  • CounterStrike - The Spark can throw free half-damage Strike attacks at any enemies who enter or attack from melee range. Does not require the Kinetic Strike ability to be off cooldown.
  • Reboot - If the SPARK takes enough damage to be killed, its health will be reduced to just 1 HP and it will be shielded for the rest of the turn. Can only trigger once every mission, and afterwards the SPARK is crippled, until the end of the mission.

Level III - Gained at Paladin (6)
  • Supernova - Dash to a location and overload the Spark's reactor, dealing immense damage to all nearby units. The Spark will be stunned for 1 turn.
  • Layered Armour - Any single source of damage to the Spark cannot destroy more than 40% of the Spark's max HP.
  • Redundant Systems - The SPARK no longer suffers any stat penalties from Reboot.

Build Spark & GTS Unlocks
(costs in brackets are for Legendary difficulty)
  • Build Spark - Now costs 1(2) Elerium Core, 75(100) Supplies, 2(2) ADVENT MEC Corpses, 15(30) Alien Alloys
  • Improved Core Systems I - Sparks start at Proficiency level 2 - Costs 50(60)Supplies and requires Mec Breakdown.
  • Improved Core Systems II - Sparks start at Proficiency level 3 - Costs 75(100) Supplies and requires Improved Core Systems I and Andromedon Autopsy

Compatibility/Known Issues/Configuration
  • Installing Mid-Campaign - Should work fine, but will only affect future Sparks unless rebuilt by console command into the new classes (using RebuildSelectedSoldiersClass from Additional Soldier Console Commands for example).
  • The Mechatronic Warfare Perk Pack can be replaced with the full Mechatronic Warfare mod. However, most changes from Mechatronic Warfare affect the original Spark class, and will not affect the classes introduced in this mod.
  • The original Spark class has New localisation to discourage it's use - if you want to use it remove the localisation.
  • Starting Spark the Spark in Gatecrasher will start from the limited "Choose Spark" class and after Gatecrasher you will be able to choose one of the new classes for it.
    However, if you enable the original Spark class, they will be affected by it just fine.
  • The Artillery class can also use rockets from Iridar's Rocket Launcher mod, and all perks should work correctly with rockets.
  • Lago's Shield Rework is compatible.
  • Energy Shield Overhaul is compatible, with the Spark Shield active ability excluded.
  • The cost and tech requirement for the proficiency upgrades are configurable in XComStrategyTuning.ini

Credits
  • Shiremct Proficiency Class Pack, which this adds to/requires, & permission for release.
  • LordAbizi For LASER, which this is based on, & his contributions to this mod.
  • RustyDios Modpreview, Class/GTS/Proficiency perk Icons, balance testing, perk code assistance.
  • Iridar for Spark Arsenal.
  • NotSoLoneWolf For Mechatronic Warfare; and Kiruka for releasing the standalone perk pack version.
  • Mitzruti For Immolator & Chemthrower perks.
  • MEME Discord regulars for being an awesome bunch who always show great support to our modders.

~Enjoy !! If you like what I do, please Buy My Cats Treats[www.buymeacoffee.com] (MrCloista)
Popular Discussions View All (6)
11
10 Aug, 2022 @ 7:05am
PINNED: Spark: Pioneer
MrCloista
8
13 Feb, 2022 @ 3:43am
PINNED: Ability To Slot Reassignment config 'issues'
MrCloista
7
5 Jan, 2022 @ 4:21pm
PINNED: Spark: Infiltrator
MrCloista
330 Comments
warriorandtoaster 31 Jul @ 5:08pm 
Anyone kinda struggling with using the flamethrower part of the Pioneer? I feel like I get way more value from it as mobile cover, tank, and puncher because the flamethrower needs to roll to hit. Maybe an aim PCS will help matters a lot?
Katastrophie 15 Jan @ 5:58pm 
I'm having an odd issue. I suddenly can no longer send the Pioneer sparks on covert missions. I'm running Covert Infiltration and I just simply cannot send any Pioneer to do any covert action. I've tried different loadouts and anything I can think of, but sadly I can't figure out why this is happening. I can slot the Pioneer into the covert action but the "Start Mission" button is grayed out.

I'm running a very heavily modded campaign (516 mods), everything is working fine and this is just a minor annoyance but I'd love to remedy it. Any advice on a possible fix would be appreciated.

*edit: The Infiltrator and Artillery Sparks are fine and can go on any covert action.
MrCloista  [author] 22 Nov, 2023 @ 1:21am 
No nor are there any plans for their to be. Honestly I have moved on myself to using Modular Sparks.
Based Bahamut 21 Nov, 2023 @ 11:38pm 
Is there non Proficiency versions of these classes, I'd love to run these in a Sparks campaign, but the Proficiency stuff might clash with the Mechatronic Warfare Sparks.
Montressor 20 Oct, 2023 @ 1:46am 
Thanks again! fantastic mod! Cheers!
lordabizi  [author] 20 Oct, 2023 @ 1:41am 
yes, these projects affect all sparks. Which may or may not be a good thing - you don't want an artillery spark to use close combat specialist with a sniper rifle with only 1 ammo...
Montressor 20 Oct, 2023 @ 1:34am 
Thank you so much for the reply! one more question if i may, do the upgrade projects from Metal Over Flesh Redux affect the sparks from this mod? Thank you in advance.
lordabizi  [author] 17 Oct, 2023 @ 10:32pm 
The Proficiency class pack is required only for abilities. It can work even without the bridge mod, as long as you disable the proficiency classes with, for example, Disable Any Class Redux.
Montressor 17 Oct, 2023 @ 10:09pm 
Since this requires PCP plus the PCP plugin mods, do you think this will work with RPGO using the new bridge mod?
https://steamproxy.net/sharedfiles/filedetails/?id=3007470262
Landar486 3 Oct, 2023 @ 1:49am 
ah i figured out what was up. the ammo & vest slots mod interferes with that functionality.