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[WOTC] Spark Classes for LWOTC/Tedjam ver. 2.0[WIP]
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6 月 8 日 下午 4:06
10 月 23 日 上午 5:27
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[WOTC] Spark Classes for LWOTC/Tedjam ver. 2.0[WIP]

描述
THIS MOD IS PROBABLY NOT BALANCED THATS WHY ITS [WIP]. EVERYTHING IS SUBJECT TO CHANGE AND YOU CAN HELP ME WITH THAT

Please post Feedback in the respective discussion pages

New SPARK Classes
  • SPARK: Gunner - SPARK Minigun and SPARK Bit
  • SPARK: Artillery - SPARK Heavy Cannon and Ordnance Launcher
  • SPARK Captain - SPARK Rifle and SPARK Bit
  • SPARK: Defender - SPARK Minigun and SPARK Shield
  • SPARK: Incinerator - Immolator and Canister or SPARK Shield
  • SPARK: Agent - SPARK Rifle and Gremlin
  • SPARK: Oppressor - SPARK Shotgun and SPARK Bit
  • SPARK: Fighter - SPARK Arm: Power Arm and Kiruka Autopulser

SPARKs can no longer be sent out while wounded.

New SPARK Weapons
SPARK Shotgun

Conventional: SCSS-CV8
Laser: SCSS-LS8
Magnetic: SCSS-MG8
Coil: SCSS-CG8
Plasma: SCSS-BM8

SPARK Arm: Power Arm

Conventional: SPARK Arm: Power Arm MK1
Laser: SPARK Arm: Power Arm MK2
Magnetic: SSPARK Arm: Power Arm MK3
Coil: SPARK Arm: Power Arm MK4
Plasma: SPARK Arm: Power Arm MK5

Kiruka Autopulser

Conventional: Kiruka Autopulser MK1
Laser: Kiruka Autopulser MK2
Magnetic: Kiruka Autopulser MK3
Coil: Kiruka Autopulser MK4
Plasma: Kiruka Autopulser MK5

SPARK Stat Scaling:
SPARK: Artillery - Base LWOTC SPARK scaling + 6 aim, - 20 defense
SPARK: Gunner - Base LWOTC SPARK scaling -1 mobility
SPARK: Fighter Base LWOTC SPARK scaling +2 mobility

Requirements:
Assume that everything is a hard requirement unless it's stated otherwise.

Tedjam: It's only "required" because it has the [WotC] Shield Rework built in. If you don't want to run Tedjam, then you should subscribe to the shield rework instead.

Also before you ask me there is no need to subscribe to literally everything in the Tedjam collection. Just get the basics, unless you want everything.

Shadow Ops Perk Pack: You only need the highlander as a requirement for it.

Damage Calculation Tweaks could provide a better experience. Not a requirement but could be useful, i'll need more testing.

Compatibility

Incompatible with most SPARK mods

LWOTC & RPGO Compatibility Skill Patch

-This mod adds the Combat Protocol and Haywire Protocol skill to the Gremlin itself. If you have this mod then go into the XComClassData.ini file in the Config folder, and go to SPARK: Agent. You should see two lines with CombatProtocol and HaywireProtocol in them. Delete these two lines. This will remove the duplicate skills

-It's probably worth it to save this change in a local config.

-If you make a local config change, you'll need to add the line !SoldierRanks=() before the first skill rank, this will clear the array and the rest of the changes in the config will take effect.

Inventory Slot Weight Toggler for LWOTC

-Re-Enables the SparkGrenadeSlot and AuxiliarySlot weight. (This should only effect sparks and spark like entities)

Musashis RPG Overhaul

-Adds the sparkbit, spark_shield, sparkrifle and the SparkShotgun weapon category to most skills that need it.
-Option to enable/disable the Shotgun damage falloff fuction. (Disabled by default) You can find it in XComSparkShotgun.ini. If you want to enable it just change RPGO_SHOTGUN_DMG_FALLOFF = false this to true.

LWOTC fused with RPGO

-Adds the sparkbit, spark_shield, sparkrifle and the SparkShotgun weapon category to most skills that need it.

[WotC] UI - Colored Weapon Tiers
-Every weapon has it's respective tier.

[WOTC] Detailed Soldier Lists Redux
-SPARK shotgun has it's own icon.
-SparkKineticStrike and Kiruka Autopulser uses the Sword and Pistol icons respectively.

[WOTC]Extended Perk Pack
-It removes the vest slot from every character unless they have the Well Protected skill. SPARK: Defender and SPARK: Fighter needs this skill but it's too annoying you can disable it in the config XComVestSlot.ini. Just comment out the +AbilityUnlocksVestSlot= line.

Long War of The Chosen MOD Collection
-Compatible, but you'll need to unsub from Tedjam collection. (Shield Rework is integrated so you don't need that)


Known bugs:
-SPARK: Artillery and Incinerator will not equip their respective weapons when chosen. Make sure to equip their primary weapons.
-SPARK: Fighter's primary weapon is invisible, it functions perfectly just the model is invisible.
-SPARK: Captain's Energy Shield skill lacks the shield visualizations, low priority fix.

Credits
Iridar, KnoxAHHHHHHHHHH - Stole Code from them as programmers do, couldn't make the mod without them.
Claus - For the Original Advent Military Assault MEC
Max - For the Advent Military Assault MEC ghost templates, without it Claus's unit pack would be a requirement.
MrCloista - For inspiration
Zelfana - For additional help
Everyone else whos mod is a requirement
热门讨论 查看全部(10)
3
10 月 23 日 上午 5:28
置顶: Updates
Alastor The Puppet
0
9 月 15 日 下午 1:53
置顶: SPARK: Fighter
Alastor The Puppet
0
6 月 8 日 下午 4:30
置顶: Weapon Changes
Alastor The Puppet
51 条留言
Alastor The Puppet  [作者] 10 月 23 日 上午 5:33 
Trenchgun and the others should be fixed
Alastor The Puppet  [作者] 10 月 22 日 下午 6:11 
So the trench gun issue is on my part, I just didn't assign the custom weapon category for the LWOTC skills. I will fix it and update the mod.

Bladestorm is another story. I might have to make a copy of it and modify that for it to work. No promises here, i'll try to make it work but if not i'll just use another perk.
Alastor The Puppet  [作者] 10 月 22 日 下午 12:36 
I'll look into it, they have their own custom weapon category so I might've forgot to set up something.
Shady Suspicious Smiling Man 10 月 22 日 下午 12:14 
Some bugs I experienced
Trench gun for the opressor says "incompatible weapon" and I have the SCSS-MG8 equipped
And I'm not 100% sure but I don't think I've seen bladestorm trigger on the Fighter either
Shady Suspicious Smiling Man 10 月 20 日 上午 9:46 
Yeah you did point it out, it's just weird because the thing in extended perk pack is commented out, and vest slot is supposed to add slots to all soldiers. But for some odd reason it works as intended(only the skill user has the slot) like this. I tried uncommenting it without the vest mod but it didn't work.

I suspect maybe there's another one other than extended perk pack causing it, if I ever find it I'll mention here.

As for Coup de Grace,
On one hand it makes sense for the shinobi since it's more hit and run so you stay with the team + disorienting and stunning melee weapons exist, and the fighter spark seems more of a hit and hit some more/stay kind of thing that can run into the backlines and rampage.

On the other hand it adds a LOT of value to use the crits since flashing/stunning high value targets is already a given, and giving it the 3 punch+Coup combo afterwards would delete it, not to mention 3 perks in the row rely on killing blows so it works nicely with them.
Alastor The Puppet  [作者] 10 月 20 日 上午 9:05 
Nah you are right, gunner was the first class i've made and it's third row is bit of a mess. I might look into it at some point. It's great feedback actually.

As for fighter, i based the perks on the base LWOTC classes and Coup de Grace is a tier 4 perk for Ranger (MSGT for shinobi). It does provide a ton of value and it's not that hard to set up. So if it's that good on them it must be pretty good for the spark too.

Extended perk pack does not mention a vest mod as a requirement, so i'm not sure about that but at least it's somewhat solved. It won't add the vest slot to the other classes because it gets tied to the Well Protected perk, I think i point this out in the mod compatibility section.
Shady Suspicious Smiling Man 10 月 20 日 上午 8:48 
For some weird reason I couldn't see the vest slot from well protected until I added the "wotc vest slot" mod (which did not add a slot of other characters, maybe I have some funny clash somewhere but this somehow fixes it, but uncommenting the thing from extended perk pack didn't work)

just stating this here in case anyone has a similar issue, or if anyone knows that the full tedjam collection includes some other vest blocking mod
Shady Suspicious Smiling Man 10 月 20 日 上午 8:11 
I do agree the high risk offensive gunner without defensive skills is a great identity for it, the last 3 are totally fitting, just the Haywire and Failsafe ones feel like randomly dipping into support, bombard and salvo are pretty great choices, especially flexibility with the launcher instead of BIT. Maybe it's cause some of them don't really mesh well with traverse fire, like some just open the option to use the thing first before shooting. I understand for salvo helps destroy cover pre shot, but is limited from no terrain damage boosters. I guess more heavy weapon stuff like extra area/terrain damage or built in heavy weapons might be better fitting

either way this is just a rambling of a player, I might have just missed your design vision. Still having fun with your mod either way, before this I used to ditch SPARKs for MEC troopers because of how limited the base SPARK felt, with your mod I'm actually considering building more of them.

Good job with the mod, keep it up.
Shady Suspicious Smiling Man 10 月 20 日 上午 8:11 
Agree the tank trees do create a opportunity cost, I just reached the 3rd last level for the Fighter and I'm actually having a dilemma between the 3 choices , Lock and load for sustain, the extra vest slot to tank up and add extra utility, or going autopulser reaction for more damage. The three choices on the next level are a nice mix of different kinds of surviability . Coup de grace does feel a little odd since he can't set it up himself (apart from funny ammo combos) and requires ally help, not really a full negative, just a little odd the final level upgrade for that row suddenly makes a relatively standalone fighter swap roles to a team combo guy, still a good choice either way, just my opinion on it since I expect the last choice to normally double down on the row's identity, no right or wrong here.
Alastor The Puppet  [作者] 10 月 20 日 上午 3:47 
You are mostly correct. I make specialised rows, but I do try to include perks that are somewhat comparable to each other, this can result in some interesting choices.

I think the tank rows are the best at this as you don't really need all the perks from there.

I don't think they need generic rows, the opportunity cost of not having a specific perk is already enough.

I think you should focus on the opportunity cost for each rank. If the perks in them are not somewhat equal, then i'll look into it. Even with gunner you could ignore Cyclic fire because traverse fire is base kit and just go for salvo and extended reserves later, this will boost the bit's power quite a bit, while you still have your shooty perks like locked on or hail of bullets

Also some skill types are not included for a reason. Gunner is a heavily offensive spark. It has no defensive skills other than it's own Reboot. This can make it riskier to run.

Appreciate the suggestion tho.