XCOM 2
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LEB's Lategame Enemies
   
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56.078 MB
2018 年 2 月 23 日 下午 3:42
2018 年 7 月 16 日 上午 11:15
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LEB's Lategame Enemies

描述
This mod ports the Riftkeeper and the Venator to WotC. Additional changes like a new SitRep and modified mission schedules are made in order to increase the lategame difficulty.

The Riftkeeper
A durable support unit, whose main role is to summon in further units. While its offensive capabilities match that of its brother, the gatekeeper, most of the time it wont bother with attacking directly.

Collecting corpses of this enemy allows the construction of the Rift Beacon. This expensive one-time-use Item lets the user summon in reinforcements from the Avenger. By default high ranking Soldiers are prioritized.
Remember to equip them in advance!
. To prioritize other soldiers, build the Rift Anchor and give it to the soldier you want to summon (has to be done before the mission starts!).

Tactical Information (Spoilers!)

The Venator
A highly aggressive variation of the Codex. Primarily preys on Psi-Users. I strongly suggest you avoid taking PsiOps on missions where these guys roam. If you have to: Give the PsiOp a mindshield and dont keep him/her around your other soldiers.
It will probably get some damage in even without PsiOps present - healing is recommended!

Tactical Information (Spoilers!)

New SitRep: The Hunt
A new SitRep that spawns indepedently from the normal SitRep selection process. One or more additional pods (that often contain Venators) roam the mission area. Hunting squads first appear around the late midgame and ramp up in frequency and strength as the game progresses.

Modified Mission Schedules
Facility missions and lategame story missions contain additional pods in order to make them more challenging. Especially the final mission (Fortress) has been beefed up quite a bit.

Additional Information
  • Supports MCM. You can disable individual enemies, the SitRep or the mission schedule mods ingame.
  • If you use a mod that adds psionic capabilities to all your soldiers, you may want to deactivate the Venator.
  • Other than that, the mod should play nice with basically every other mod out there.
  • Extensive configuration possibilities via ini-editing
  • Can be activated mid-campaign.
  • I extensively tested the balance on Legendary, with and without betastrike.
  • The betastrike HP-modifier for the Riftkeeper is reduced to 1.4, for the Venator to 1.7 (down from the usual 2)

Credits
Basic idea for the Riftkeeper: /u/Vathar
Basic idea for the Rift Anchor: Oberfuhrer-Raziel
Coding advice: robojumper, shiremct
Translation (Chinese): benny30912

Donations
paypal.me/LeaderEnemyBoss
热门讨论 查看全部(4)
4
2021 年 12 月 8 日 下午 2:01
Tactical Information: Riftkeeper
LeaderEnemyBoss
2
2018 年 7 月 16 日 下午 6:43
Traditional Chinese translation
benny30912
0
2018 年 4 月 22 日 上午 8:14
EXALT forces
brolegion
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.