XCOM 2
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RealityMachina

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Lad09

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About this mod

Adds in Proving Ground projects that upgrade your SPARKs, to help them keep them up with all the various mod-added enemies you've probably installed. (Or maybe you just like the idea of SPARKs having a Close Combat Specialist equivalent).

Permissions and credits
Due to how the game handles slots, SPARKs gain one utility slot with this mod on. If I can figure out a way to actually add to that through a project, this will change.

Most .ini changes will  be located in My Games\XCOM2\XComGame\Config\XComSPARKUpgradesSettings.ini or in-game with MCM, but a few select settings are editable at (wherever XCOM 2 is installed)\steamapps\workshop\content\268500\720053228\Config\XComSPARKUpgrades.ini
The rest of the SPARK Projects are:

SPARK Suppression 
A time-only research project, researching this will enable SPARKs to suppress enemies.

Note: due to XCOM 2 requiring these sort of abilities to be attached onto a weapon, these by defualt only work on the vanilla SPARK weapons, but you can add in mod weapons to SPARKUpgrades.ini.
Thanks Grimy for letting me borrow this perk code from one of his mods! 

ADVENT Chip Adaptation
Requiring the Officer autopsy and Officer corpses and supplies, researching this will give +10 Aim to SPARKs.

Nanomuscle Fibres
Requiring the Muton autopsy and Muton corpses and supplies, researching this will give +3 mobility to SPARKs.

SPARK Shields
Requiring the Shieldbearer autopsy and Shieldbearer corpses and supplies, researching this will give +5 shield points to SPARKs.

Mayhem Protocol
Requiring the MEC autopsy and MEC corpses and supplies, researching this will enable SPARKs to do +2 damage when they use suppression.

Thanks Grimy for letting me borrow this perk code from one of his mods!

Close Combat Protocol
Requiring the Andromedon autopsy, Andromedon corpses and supplies, researching this will enable SPARKs to take a shot at any enemy that moves within 4 tiles to them.

Thanks Grimy for letting me borrow this perk code from one of his mods!

Heavy Weapon Storage
Requiring the Sectopod autopsy, a Sectopod corpse and supplies, researching this will enable SPARKs to carry an extra charge for their heavy/powered weapon.

Automated Threat Assessment
Requiring the Gatekeeper autopsy, a Gatekeeper corpse, and supplies, researching this will enable SPARKs to have +15 defense as long as they didn't attack on the player's turn.

Thanks xylthixlm for helping me finally come up with a properly working version

Berserker-based Gauntlets
Requiring the Berserker autopsy, a Berserker corpse and supplies, researching this will give SPARKs with Strike +4 more damage.

Self-repairing Nanomachines
Requiring the Archon autopsy, Archon corpses and supplies, researching this will give SPARKs reduced repair time, or if the damage they took was 2 HP or less, no repair time at all.

Thanks Long War Studios for making the perk this tech uses!

[h1]FAQ[/h1]
Can I get some SPARK rifle weapon slots? - Got you covered with a seperate mod for that (workshop only as of now)

The mod updated with a new tech, how do I get it?
Type in SPARKUpgradeHelp in the console, then type "GiveSPARKUpgradeResearch 'nameoftech' ", with whatever new tech you don't have in the game. (Currently the only one you need to worry about if you didn't have the save game issue is SPARKGauntlet).