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@Slivicon
Created December 6, 2019 22:34

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  1. Slivicon created this gist Dec 6, 2019.
    41 changes: 41 additions & 0 deletions XComUpdateSpark.ini
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    [MechatronicWarfare.X2DownloadableContentInfo_MechatronicWarfare]
    ; Set this to true if your Schematic Merges are not working properly, then close and reopen XCOM 2.
    ; On loading a game, if this is true, your inventory will be scanned for items and then the linked
    ; SPARK items will be spawned. This does take into account the other settings below!
    ; For example, if this is set to true and you have a Mag Cannon but not a Helix Autocannon,
    ; then it will be granted to you if SPARK_OVERHAUL_WEAPON is set to true.
    SPARK_OVERRIDE_INVENTORY=false

    ; Should the Improved Cannons breakthrough benefit the SPARK Autocannon as well?
    ; Disable if you have a mod that gives SPARKs their own breakthroughs
    SPARK_CANNON_BREAKTHROUGH=false

    ; Should the SPARK autocannon get upgraded along with the grenadier's autocannon schematics?
    SPARK_OVERHAUL_WEAPON=false
    ; If false, the autocannon will have its own Magnetic and Beam schematics, adjustable here: (these are the vanilla values, and they're ridiculous. I highly suggest you make them much cheaper.)

    [SparkRifle_MG_Schematic_Diff_3 X2SchematicTemplate]
    ;Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=100), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=15))
    Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=31), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5))

    [SparkRifle_BM_Schematic_Diff_3 X2SchematicTemplate]
    ;Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=200), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=30), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=15))
    Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=81), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=11), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=7))

    ; Should the SPARK chassis get upgraded along with the squad's armor schematics?
    SPARK_OVERHAUL_ARMOR=false
    ; If false, the chassis will have its own Plated and Powered schematics, adjustable here: (these are the vanilla values, and they're ridiculous. I highly suggest you make them much cheaper.)

    [PlatedSparkArmor_Schematic_Diff_3 X2SchematicTemplate]
    ;Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=100), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=25), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=10))
    Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=7), ArtifactCosts[0]=(ItemTemplateName="CorpseAdventMEC", Quantity=1))

    [PoweredSparkArmor_Schematic_Diff_3 X2SchematicTemplate]
    ;Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=200), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=40), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=20))
    Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=65), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=10), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=7))

    ; !!!!!!!!!!!!!!!!!!!!!!!!!!! THIS CAN ONLY BE SET TO FALSE IF THE ARMOR SCHEMATICS ARE ALSO SET TO FALSE !!!!!!!!!!!!!!!!!!!!!!!!!!
    ; !!!!!!!!!!!!!!!!!!!!!!!!!!! OTHERWISE ADVANCED BITS WILL BE UNOBTAINABLE !!!!!!!!!!!!!!!!!!!!!!!!!!
    ; Should the SPARK BIT get upgraded along with the specialist's GREMLIN schematics?
    SPARK_OVERHAUL_BIT=false
    ; If false, the BIT will be upgraded along with the SPARK chassis schematics.