![]() The Chosen on the other hand can only be truly killed when you destroy their base. The factions discussed earlier can deploy soldiers to gather inside information about the Chosen’s fortress and develop their strategies accordingly. The three warriors include the Assassin, the Warlock and the Hunter. They are three alien-human hybrid soldiers with a mission to defeat XCOM and capture the Commander. The game also introduces a new alien type called the Chosen. These factions include the Templars, the Skirmishers and the Reapers. However you will be granted super hero classes once you earn their trust. There are also three new rebel factions added which antagonize each other. An alien species capable of replicating XCOM soldiers. They were created by former humans during the invasion. The DLC features a new zombie like enemy type called The Lost. This expansion pack builds on that premise and introduces several new features, story elements, factions and enemies. In XCOM 2, a defense team known as XCOM is tasked to resist an alien invasion. (Currently the only one you need to worry about if you didn't have the save game issue is SPARKGauntlet).XCOM 2: War of the Chosen is an expansion pack for the 2016 turn-based tactics video game XCOM 2. Type in SPARKUpgradeHelp in the console, then type "GiveSPARKUpgradeResearch 'nameoftech' ", with whatever new tech you don't have in the game. The mod updated with a new tech, how do I get it? Thanks Long War Studios for making the perk this tech uses!Ĭan I get some SPARK rifle weapon slots? - Got you covered with a seperate mod for that (workshop only as of now) 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. Requiring the Berserker autopsy, a Berserker corpse and supplies, researching this will give SPARKs with Strike +4 more damage. Thanks xylthixlm for helping me finally come up with a properly working version 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. Requiring the Sectopod autopsy, a Sectopod corpse and supplies, researching this will enable SPARKs to carry an extra charge for their heavy/powered weapon. ![]() 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. Requiring the MEC autopsy and MEC corpses and supplies, researching this will enable SPARKs to do +2 damage when they use suppression. Requiring the Shieldbearer autopsy and Shieldbearer corpses and supplies, researching this will give +5 shield points to SPARKs. Requiring the Muton autopsy and Muton corpses and supplies, researching this will give +3 mobility to SPARKs. Requiring the Officer autopsy and Officer corpses and supplies, researching this will give +10 Aim to SPARKs. Thanks Grimy for letting me borrow this perk code from one of his mods! 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. 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.iniĪ time-only research project, researching this will enable SPARKs to suppress enemies. If I can figure out a way to actually add to that through a project, this will change. ![]() Due to how the game handles slots, SPARKs gain one utility slot with this mod on.
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