XCOM 2
[WOTC] Spark Classes for LWOTC/Tedjam ver. 2.0[WIP]
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.
Shady Suspicious Smiling Man 10 月 19 日 上午 10:28 
after playing a bit my current feedback on the classes is that they seem to be more on the "one tracked" side, where all 3 rows are so deep into their own specialization that there's usually not much synergy to mix and match. Like for the gunner apart from avenger and lock and load, there's no reason to stray from the selected row.

not to say its bad, plenty of classes do the same, but the ones that really shine are the ones that give the player some a dilemma in choice to mix and match the rows. Like for the Gunner, I feel like the third row might be better if it's focused on a mix of gun abilities, offensive bit skills or survivability instead of having hacking and support bit skills mixed in.

Note I've only played Gunner and Fighter, and maybe had a look here and there about the other classes
Alastor The Puppet  [作者] 10 月 15 日 下午 12:59 
No problem and i'm glad you enjoy the mod!
Shady Suspicious Smiling Man 10 月 15 日 下午 12:48 
Thanks again for the quick reply. I suspect what's happening is most likely it somehow refers to the LWOTC spark for base HP bypass beta strike doubling for beta strike, but since the +1 hp gains are in XComClassData, gains are doubled.

PS: Tried the fighter, had fun punching the chosen multiple times a turn
Alastor The Puppet  [作者] 10 月 15 日 上午 11:06 
The stat progression is in the XComClassData.ini, they follow the base LWOTC spark so whatever the base HP is for your spark + the stat progression

If you are not sure what the base hp is just recruit a spark with console commands and don't choose a class for it (they gain hp on squaddie)
Shady Suspicious Smiling Man 10 月 15 日 上午 10:59 
thanks, yeah the only "compatibility" I need to know is just the HP doubling, not really balance wise (I don't think there even any class mods that act different in beta strike, the extra hp just makes certain skills shine)

Not sure if it helps but I know quite a while ago in my previous playthrough, I had this same issue with the MEC trooper mod HP not doubling as well (haven't got them in this playthrough yet, not sure if it's been fixed after a year+), so maybe there's some common cause since both are more or less Spark based classes.

For now the base Hp stat is 14 then +1 per level right? just need to know the base so I can double it while keeping in line with the intended values. Cause oddly enough, leveling up gives +2 hp, so its just the base HP that's off.
Alastor The Puppet  [作者] 10 月 15 日 上午 10:39 
No, beta strike is not considered, idk why it does not double properly, might be some kind of conflict.
Shady Suspicious Smiling Man 10 月 15 日 上午 10:20 
Are the classes made with beta strike compatibility(that extra start setting that doubles HP for everything)? my spark went from 24hp pre programmed to 14 after I choose a spark program. Is this lack of beta strike compatibility or is it intentional for them to be much squisher than the old sparks and closer to a higher stat human?

Not really rushing an update for it or anything, just need to know if 14 is the un-doubled HP or not so I can manually console command in some to compensate.
Alastor The Puppet  [作者] 9 月 25 日 上午 7:20 
nope, but i might make classes that use that weapons separately
nisida 9 月 20 日 上午 9:43 
Thanks for the fun mod. I hope the sniper and grenadier are separate.
Alastor The Puppet  [作者] 9 月 15 日 下午 3:03 
The model is from the Advent Military Assault Mec, if you have that mod you should have a version of it, but it's also not that hard to bring it to life, you just need the weapon script and WSR to replace the archetype. I would need to do some extra stuff to the scripts and i would need to create schematics which i do not want as i'll never return to base WOTC.

Maybe one day but as of now it's not planned. feel free to yoink stuff from here if you'd like to.
Kinsect 9 月 15 日 下午 2:55 
How about the Shotgun? even though there is the breaching shotgun from KnoxAAAA- it's only a one shot weapon
where as this Spark shotgun is a normal Shotgun
Alastor The Puppet  [作者] 9 月 15 日 下午 2:03 
The new weapons are technically not new. They have been adapted to the LWOTC environment. The kiruka autogun exitst in Spark Arsenal, and the Spark arm is the Kinetic Smite module, they should still work for non LWOTC spark units.
Kinsect 9 月 15 日 下午 2:01 
The new Weapons look awesome! would it be ok if you can make them available for those that don't use LWOTC? ^^;;
Alastor The Puppet  [作者] 9 月 15 日 下午 1:42 
The mod has been updated, bringing you a new class the SPARK: Fighter, a melee focused spark with a built in heavy weapon as a secondary.

This update also adjusts some weapons, perks, and fixes.
haastylecat13 8 月 22 日 上午 9:41 
Roger that, thank you. Will be developing that way. Appreciate it.
Alastor The Puppet  [作者] 8 月 22 日 上午 2:17 
Every single SPARK that has a BIT as a secondary has built in Repair, so if they don't have it it's intended. As for Reboot, with the skill Enhanced Repair Systems, it will use Repair when Reboot is triggered so they get their armor back and some health on a Reboot, you need to pick this skill if you want that.
haastylecat13 8 月 21 日 下午 4:21 
So far I am really liking this. I think the only downside I see is there's no spark repair option, or maybe I haven't chosen a class that uses it? Or if that is by design, maybe make it so after rebooting spark regains half health? Without repair seem kinda in the wind and makes them a little less worth it to invest in than a mech trooper or gunner type class.
Alastor The Puppet  [作者] 8 月 9 日 上午 3:44 
I have a few changes planned but overall I'm not sure that i want to buff any of them further, I use TJ and Requiem and they feel fine, not too strong but not slacking either.

I didn't add an XCOM row because i don't think they need the extra skills, even a single perk can boost their effectiveness further, as for Aegis, i think that's a AU Shiv upgrade (if not correct me), AU Shivs are really strong because of these passive upgrades. Defender is the tankiest of them all i think it does not need it.

I might add an XCOM row for the Spark: Captain because most of the officer skills won't work properly so I will remove them and make it eligible for officer training in the GTS.

In the next update i'll fix some bugs and progression issues and then i'll work towards a kinetic strike module based spark class.

Appreciate the suggestion.
dredayah 8 月 9 日 上午 2:32 
Loving the mod so far but to balance the Sparks with the Mecs in Tedjam and Beyond Legendary you should consider giving these classes an xcom row they miss out on the few extra fun perks you can get oh and Aegis for the defender please.
Alastor The Puppet  [作者] 7 月 24 日 上午 2:13 
No
jonexhd 7 月 23 日 下午 4:33 
And is this one compatible with Kiruka's SPARK Class Overhaul For LWOTC?
Alastor The Puppet  [作者] 7 月 23 日 下午 3:22 
yes, the shotgun uses the model from that mod, otherwise the original Advent Military Assault Mec would be the requirement
jonexhd 7 月 23 日 下午 3:20 
Is [WOTC] ADVENT Assault MEC Cosmetics 2023 hard required?
Alastor The Puppet  [作者] 7 月 11 日 上午 7:20 
also yeah anything that's already in a save this mod won't affect
Alastor The Puppet  [作者] 7 月 11 日 上午 7:19 
required mods are required for a reason
Hyakkoudoggo 7 月 11 日 上午 7:18 
ok i think i fumbled , i got the spark before installing class redux sooo oops
Alastor The Puppet  [作者] 7 月 11 日 上午 7:07 
look at the second picture in the workshop page for [WOTC] Custom SPARK Classes Redux
Hyakkoudoggo 7 月 11 日 上午 7:05 
errr wheres the spark class chassis button , it just gave me a free basic spark
Alastor The Puppet  [作者] 7 月 11 日 上午 6:50 
works the same as literally any other spark
Hyakkoudoggo 7 月 11 日 上午 6:50 
yep from mechanized warfare
Alastor The Puppet  [作者] 7 月 11 日 上午 6:37 
there is a button that says choose spark class literally just that, idk what free spark means, is that the one that you get after mechanized warfare?
Alastor The Puppet  [作者] 7 月 11 日 上午 6:28 
what do you mean?
Hyakkoudoggo 7 月 11 日 上午 6:26 
ok so... how to change class for your free spark ?
Alastor The Puppet  [作者] 6 月 10 日 上午 8:45 
The new icon is fixed
TheAshenHat 6 月 10 日 上午 2:09 
Side note,
Pretty sure for the "Spark: Incinerator" description, you want to use affect rather than effect.
gianmarco_de_cisne 6 月 9 日 下午 2:39 
Thank you! Looks good
Canthyse 6 月 9 日 上午 7:32 
Always wanted someone to port something like Project Lazor Sparks Classes mod to LWOTC. Giving this I try. Great Work.
Alastor The Puppet  [作者] 6 月 9 日 上午 6:10 
@Tiaz Added these. I've completely forgot about the pistol slots. Played so much with proficiency sparks that i've assumed base sparks had them lol.
Tiaz 6 月 9 日 上午 5:34 
Add to XComLW_Overhaul this lines to exclude pistol slot from all new SPARK Classes.

[LW_Overhaul.CHItemSlot_PistolSlot_LW]
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkGunner
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkArtillery
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkCaptain
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkAgent
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkFlamer
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkDefender
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkOppressor
CunningSTOX 6 月 8 日 下午 10:18 
This looks cool. Thanks