XCOM 2
LEB's Lategame Enemies
191 条留言
Dragon32 8 月 20 日 上午 10:57 
@SDS-PAGE
"way too weak"!?!

I completely disagree, I think this is the only mod-added autopsy I keep. I find pretty much everything else I've seen OP, moddy, or both.
SDS-PAGE 8 月 20 日 上午 4:23 
The Riftbeacon is a great idea but way too weak and expensive imo. Easy to edit its cost in the .ini but dunno if possible to edit quantity of soldiers rifted in.
Penril 2024 年 11 月 29 日 上午 6:10 
Love the challenge of this mod (and hate Riftkeepers, just like everyone else).

Question: Is there a way in the ini files to make the Rift Beacon permanent?
Oniwabanshu 2024 年 11 月 10 日 下午 8:56 
Is this "Chance=50" here the reason the Hunt sitrep spawns so dam much?:
+SitrepProperties=(ValidMissionList="LEBStandard", MinForceLevel=20, MaxForceLevel=20, Chance=50,
FeeL 2023 年 11 月 18 日 下午 2:15 
well i have same problem here with armed intervention and game stops after venator gets interupted his feedback with armed intervention.....any solutions yet?
Rather Incoherent 2023 年 9 月 2 日 上午 11:33 
My Venators are behaving pretty strangely. When you shred them, the original maintains its armor and summons a shredded clone. This same interaction seems like it might be related to 2 very problematic mod-added interactions.

Black-Ice Rounds, which prevent a normal Codex from cloning on damage, only apply that debuff to the cloned Codex.

The Proficiency Ability "Armed Intervention" is an overwatch ability triggered on hostile actions that disorients enemies. With a normal Codex using Psi Bomb, it would start Psi Bomb, become disoriented (making the action illegal), and then be refunded the action and take a new action. On Venators using Feedback, what happens is the game hangs indefinitely after the disorientation. No amount of time ends the hang, console commands like "skipai" and "killclosestunittocursor" do not register.
Dragon32 2023 年 8 月 6 日 下午 4:21 
@Vitklim
I've set a one turn delay to reinforcements appearing, as I use Yellow Alert Gameplay, using this mod's .ini

That's as close as I've managed.
Vitklim 2023 年 8 月 6 日 上午 8:05 
This is absolute cancer, but I would be prepared to tolerate it if at least summoned enemies weren't able to act on the same turn. Or if Venator had a single goddamn weakness. Not being able to flank that thing, having zero teleport cooldown, two clones AND a psi nuke is a bit too much all together.

Anyway, anyone has ideas on how to fix the first thing at least?
uberjammer 2022 年 12 月 9 日 下午 9:30 
@Selevan - 'Blood and Tears' LWOTC support is on the discord, it's never been on steam. It wasn't nerfed enough for my liking though.
uberjammer 2022 年 12 月 9 日 下午 9:28 
The spawnweight for riftkeepers is already 1... don't think it can be a fraction.
You basically just let advent get too strong. You could change MinForceLevel to 19 for all of them in xcomencounterlists.ini, and change MaxSpawnCount in XComEncounters.ini to 1 across the board, which should I think limit it to 1 per mission.
uberjammer 2022 年 12 月 9 日 下午 9:22 
@OverMoment - you think you have it rough... I had a gatekeeper AND a gatekeeper prime. On the chosen assault on the avenger. Their combined gateway ability punched a hole in my monitor and burned my face.
OverMoment 2022 年 9 月 5 日 下午 12:40 
riftkeeper shows on every misson in late game, anyway i can control the frequency of this enemy shows up? it's to hard too kill it on first turn without skirmeshir.
Иваныч 2021 年 11 月 17 日 下午 4:28 
Yes. In the XComGameData_CharacterStats.ini file, add the necessary followers for [Riftkeeper X2CharacterTemplate] and [Riftkeepermk2 X2CharacterTemplate].
And in the XComEncounterLists.ini file, add these followers to the spawn lists: +SpawnDistributionLists=(ListID="LEBLGSRFollowers".
[DG] Z Type Knight 2021 年 11 月 17 日 上午 10:26 
Hey! Can I confirm that I can add my own encounters to the Riftkeeper's Rift (say, allow the Riftkeeper to summon in Sectopods, Sectoid Commanders, and enemies from other mods?)
Иваныч 2021 年 11 月 5 日 下午 11:37 
How to make sure that there is always a Riftkeeper behind the bottle on the story mission? From the very beginning - with 1 force level.
Selevan 2021 年 10 月 21 日 上午 3:57 
Does it work properly in lwotc?
How can i remove them from appearing in high numbers during story, facility and avenger defense missions? I just had an avg def mission on force lvl 12 with mag weapons, where i had 3 riftkeepers and 1 venator along standard gatekeeper and sectopod (two of them, should there be?)
Bardmaster 2021 年 9 月 12 日 上午 9:58 
UPDATE: I just tried starting a brand new game and it crashed, so not just a mid-game subscribe issue. I unsubscribed and the new game fired right up.
Bardmaster 2021 年 9 月 12 日 上午 8:42 
for some strange reason my saved games crash frequently during loading after I subscribed mid-game. @LeaderEnemyBoss indicates it should work fine. Any thoughts from anyone on this? I've played with the Venator and Riftkeeper before and absolutely LOVE them - two of the toughest aliens! I really want them to start showing up!
TonyG616 2021 年 8 月 30 日 下午 3:45 
Love this mod, got a question i want to have 8 soldiers and have a shiv as a "hit the fan" reinforcement, can it be used on mechanical and modded types or is it only humanoid soldiers, thanks
steven777 2021 年 7 月 7 日 上午 5:49 
I activated a Riftkeeper Mark II that was unseen inside a house and I was wondering why enemies were Rifting in for 3 turns. Then a second one showed up revealing the 1st.
It was a bit touch and go there for a while.
Fedora the Explorer 2021 年 6 月 2 日 上午 8:56 
I absolutely love these, but the Riftkeeper started showing up before actual Gatekeepers in my Veteran playthrough, at a point when I still was at magnetic tier weapons. I'm inexperienced with ini editing, is there any way to adjust the force level at which the Riftkeeper appears?
SapphicKerfuffle 2021 年 5 月 5 日 上午 5:21 
So...running this I **think** (could be another mod but I don't think so?) it is incompatible with ABA in terms of the final mission and ends up removing all primes from spawning in that mission though it is compatible with ABA in all other instances. If I wanted to make it compatible would I need to modify the config files or would I simply need to disable this mod for the final mission in the mod config menu?
Pencey 2021 年 4 月 2 日 下午 9:03 
The Riftkeeper is such a great enemy. This mod is keeping my endgame interesting. Just had a bad activation against one lose me a region and 4 soldiers lol.
Cookiesnm1lk 2021 年 3 月 30 日 上午 5:55 
you magnificient bastard. i havent' even TRIED this yet and i'm drooling over it.
Dragon32 2021 年 2 月 26 日 上午 5:24 
@ironboy32
"Bad design". Tee hee.

I've never had one call in an Avatar, that must be another mod of yours affecting spawn lists.

Counter Venators with Flashbangs (or the Frost Bomb if you've Alien Hunters). Make sure you've got the Shadow Chamber and think again about bringing a psionic on missions with Venators.

I think these are really good late game enemies. I somewhat agree with Mr Gruffle and his distaste for summoning enemies but I still keep the Riftkeeper in my game. Maybe I'd reassess if I used more of the CX mods as they seem to give summoning to just about everything. The Venator is just a great baddie.
EvilPolygons 2020 年 7 月 28 日 下午 4:07 
Is it possible to make The Hunt behave like a normal sitrep? I've been trying to get LEB's Late Game Enemies to play nice with Multiple Sitreps 2.0, but The Hunt sitrep and new LEB enemies just seem to ignore the rules and spawn whenever they want. Is there any way via ini edits to force LEB's sitreps & enemies to respect standard sitrep rules & encounter lists?
Not Ela 2020 年 5 月 24 日 上午 6:26 
Venator stun have no CD? WTF -.-
Ran into my fist venator and got my whole squad stun bc they are bunched up and got chain stunned till they all died -.-
Ludwig, Shadow Protogen 2020 年 3 月 29 日 上午 4:38 
I had one bug today during a resistance ops mission where the Venator accidentally use Feedback on a normal Sectroid. Would you mind if you can find this issue if you pleased?
EvKLaZ 2020 年 1 月 27 日 下午 10:15 
Is it works normal with "[WOTC] Golden Path Missions Revamp"?
LightenedDark 2020 年 1 月 22 日 下午 4:38 
Two of the defense values are nonstandard (28 and 31 instead of 30)
vaivans 2020 年 1 月 12 日 上午 1:56 
This Riftkeeper thingy just spawned 2 corrupt avatars, which spawned 4 sectoids. Also had The Hunt Sitrep, so i had to deal with a lot of Venators. On top of that, I had to deal with other modded aliens.
God, I love challenges, but this guys are waaaay too OP.
Arkhangel 2019 年 10 月 9 日 下午 2:13 
@LeaderEnemyBoss: Noticed a problem with the mod.

Venators seem to have an omnipotent knowledge of where every XCOM member on the field is, even if they're on the other side of the map in a ruined city.

Fine with everything else they're capable of, they're a great challenge...but they really shouldn't be able to teleport into an area absolutely no one on their team can see. After all, we can't with the Icarus Suit, Metion Jetpack, or Elerium Jets, and Codices, Synthoids and Psi Raptors all teleport/jetpack to areas to better cover from/flank enemies their friends can see.
BernMeister 2019 年 9 月 21 日 上午 10:57 
Had to deal with two MKII Riftkeepers and four Venators. Jeebus what a pain in the ass!!!!!
Dragon32 2019 年 9 月 19 日 下午 3:43 
I had a Rescue Stranded Resistance Agents mission and a Venator and Gatekeeper spawned due to The Hunt SitRep.

The AI of those baddies isn't set to spare the Resistance agents so they didn't last long. In vanilla the Lost are the only enemies to spawn on those missions.

I've modified XComLEBLGSR.ini to remove "RecoverExpedition" from the "LEBStandard" MissionFamilyList. Hopefully that'll fix it.
Syro System 2019 年 7 月 25 日 下午 1:09 
To those who are using this mod, if you disable the mission schedule mods in MCM does it work with ABA?
Noob Train 2019 年 7 月 22 日 上午 12:28 
Great mod despite the Riftkeepers summoning too many additional troops. I had one mission where there were two riftkeepers and it was extremely difficult trying to eliminate them so the summoning would stop. I guess the mod does it's job.

If you have riftkeepers in the area kill them first. Ignore all other enemies until they are destroyed.
yeti 2019 年 7 月 7 日 上午 11:16 
Three or four venators together ? Plain OP dumbness.
initium 2019 年 7 月 2 日 下午 12:31 
@Frowster
In my current campaign I have a number of additional enemies. The Riftkeeper has summoned quite a lot of them through the 60 missions I've played so far. However there have been occasions when no additional troops have been summoned.
Frowster 2019 年 7 月 2 日 上午 10:55 
I have a question about how the Riftkeeper interacts with other modded enemies, particularly the ADVENT Psi Ops. I want to have both in my next campaign, but I'm a bit worried about the Riftkeeper possibly summoning the Psi Ops.

This wouldn't be much of an issue, if not for the fact that the Psi Ops can use some of their abilities and attacks on activation. Will the Riftkeeper summon them from time to time or will it only call in standard enemies?
necro55 2019 年 6 月 11 日 下午 7:08 
LEB, I have been afk quite a while, but I am glad to see you ported this for WotC. Rift Keeper and Venator were some of my favorite add. Yes the Venator made me swear at the screen at times, but isn't that the point of new harder enemies in turn based games?
Either way, thanks again for bringing it up to WotC and im looking forward to starting my new game, you made my gaming afternoon :)
Dragon32 2019 年 6 月 1 日 下午 4:12 
Me? I've got a love-hate relationship with both of these baddies. They're great enemies, IMO.
LeaderEnemyBoss  [作者] 2019 年 6 月 1 日 下午 4:07 
Venators are designed to change the way you play. PsiOp play is discouraged, Medics are encouraged. If you MUST bring a psiop, give them a mind shield and keep them away from teammates. I honestly think XCom needs more enemies, that you actually need to play around. Most vanilla enemies can be brutforced with the same OP Squad every time. I didnt want that.

Btw. if you scroll around the comments, you will find people that say exactly the opposite (they enjoy venators and hate riftkeepers).
Nitsah 2019 年 6 月 1 日 下午 3:19 
Venerator is more rage inducing not in a fun way than the rift keeper. At least rift keeper doesn't teleport away and have high defense and doge. I'm not sure whats more annoying them purposefully teleporting infinite range across the map on the squad just to feedback or their innate crit resilience and defense.
LeaderEnemyBoss  [作者] 2019 年 5 月 29 日 上午 5:16 
You can deactivate the venator in the mod's config menu.
Shavy 2019 年 5 月 28 日 下午 7:07 
I want the riftkeeper . . . but i don't want the venator.
Dragon32 2019 年 5 月 15 日 上午 10:13 
@Kraise Gaming!:
As it's Primes, shouldn't that be reported in the A Better ADVENT Comment thread?
LeaderEnemyBoss  [作者] 2019 年 5 月 11 日 上午 5:41 
@Anton I can only offer the default solution for weird modding problems: deleting the files in XCom's modding folder
MantiSynth 2019 年 5 月 10 日 下午 9:58 
@Dragon32:
No, it was a neutralize Advent general mission. The corpse didn't even drop, the text just said "Riftkeeper was killed!" and when I got to the avenger I got a lot of stuff but alas no riftkeeper corpse
Dragon32 2019 年 5 月 10 日 下午 4:09 
@Anton | Pan Militia:
Just to cover the obvious: was it a mission where the squad evac'd?
MantiSynth 2019 年 5 月 10 日 下午 3:48 
I killed a riftkeeper but i didn't get a corpse. This might be a compatibility issue as i have a metric shit ton of other mods, so can you tell me what sort of mods are incompatible and/or the code to get riftkeeper corpses?