142 ratings
LEB's Lategame Enemies
File Size
53.480 MB
Feb 23, 2018 @ 3:42pm
Jul 16, 2018 @ 11:15am
3 Change Notes ( view )
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LEB's Lategame Enemies

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)

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

Popular Discussions View All (4)
Jul 16, 2018 @ 6:43pm
Traditional Chinese translation
Apr 22, 2018 @ 8:14am
EXALT forces
Feb 23, 2018 @ 4:44pm
Tactical Information: Riftkeeper
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mike_calhoun420 Apr 8 @ 7:36pm 
This mod is great. I play with the chosen having ruler reactions and I still find these enemies to be more of a challenge. The last mission for me spawned 2 Riftkeeper together as well as 3 Venator's!
LeaderEnemyBoss  [author] Apr 3 @ 3:37am 
There are some counter play opportunities. Suppression works for one, as does blind and stun. The general idea was "deal with the rest first, keep the riftkeeper in check, then focus it". Since there are many ways to kill multiple enemies per turn in WOTC, this generally works out fine if you (ab-)use all the opportunities the game offers.

HOWEVER: to be perfectly honest, this was the first enemy I designed, and today I would probably do some things differently. Design wise I like the Venator more.

But keep in mind: you can disable the riftkeeper individually in the mod menu ;).
twitch.tv/brdumagamer Apr 3 @ 3:18am 
To be honest, Their design seems lazy. Just accumulate a bunch of high stats on an enemy, and have him being able to summon 4/5 enemies per turn EVERY turn. Oh, and also make it have sustain.

That's artificial difficulty.

So I will continue using your mod cause I love the challenge the Venators bring to the table, but the Riftkeepers are just plain dumb.

Try to fight one of those when you have a chosen or an Omega at the same time ;)
I wish you good luck!
twitch.tv/brdumagamer Apr 3 @ 3:18am 
Venators are great. They force you to make tactical decisions, and the multi-cloning and teleport tactics, are really annoying.

Riftkeepers? I'll have to call BS on those ones. Why? Here's why:

First, What I love about Xcom, is that you can counterplay pretty much everything, provided you KNOW what you're dealing with.

Riftkeepers? Summon on reveal, Double summon during their turns. 4 enemies, 5 enemies...
They have good defense, a TON of armor and a LOT of HP. Oh, and they sustain too.

Where is the counterplay possiblity, here? With so much armor and health, the only real way to go is to TRY and isolate it. but the only real way to prevent them from summoning more units, would be with stasis. But even so, even with an entire squad shooting at it, it still has an entire turn after the sustain, to summon even more enemies.
initium Mar 25 @ 3:45pm 
Thanks for replying LEB

I'm learning all the time, so maybe one day I'll know what I'm doing =)
I've adjusted the radii a little, so the Venator needs to be closer to another for self damage. I hope that's enough to mitigate against spamming effects a little through better squad placement.

It's a fabulous unit with some wicked abilities. It looks like a great mix of robotic and psionic. Makes Firaxis crossover attempt, the Spectre, look limp in comparison.
LeaderEnemyBoss  [author] Mar 25 @ 5:39am 
No, you cant disable selfdamaging, all you can do is lowering the AoE of abilities. You shouldnt touch the XComAI at all if you dont know exactly what you are doing. XComLEBVenator.ini and XComGameData_CharacterStats.ini have enough stuff to mod with, and its less likely you break anything there.
initium Mar 24 @ 9:48pm 
Oh ef! I want to sub. I will sub. I will also feel pain. Lot's of pain.

The only thing I'd change is the Venator spamming itself through taking damage from it's own abilities. I'd do this for the obvious squad wipe issue, but also for CPU/GPU relief. As each of the new units would be required to be processed and rendered I believe it may just blow the lower powered PC to bits. (He say's sitting in the smoking remains of his laptop)

If I comment out all the "+Behaviors=" in the ";Consider Casting Feedback on fellow Ayys" section, would this stop the Venator cloning through it's own AoE damage?

Or is it the "Child[1]=TryVenatorFeedbackAlly, \\" section?, which seems more elegant.
LeaderEnemyBoss  [author] Mar 24 @ 5:45am 
@Warplord the configs are in [steam folder]\steamapps\workshop\content\268500\1311300228\Config

@TheOmniscientOmnipotent keep in mind not every mission type allows you to keep corpses (specifically missions that end with an evac dont net you corpses). If you are sure that you had mission types that give you corpses, please try the typical method of fixing weird modding issues (deleting the configs in the config folder). The Gatekeeper Spawnrate shouldnt be too negatively affected by the rift keeper, since it mostly spawns additionally to other stuff in form of its sitrep.
TheOmniscientOmnipotent Mar 23 @ 11:23pm 
So far I am loving this mod. As opposed to the constant comments of complaining that the Riftkeeper and Venator is op I find dealing with them just the difficulty I like. However there is one problem I seem to be having. I can't seem to get any Riftkeeper shells once I move up to the MK II variant. I just had a mission where it was a neutralize-all-enemies type and there was a single MK II Riftkeeper and after clearing it I didn't get a shell. Also I also seem to be inable of finding any normal Gatekeepers. Riftkeepers and the MK II started showing before I did the Codex coordinates mission and from then on I've seen maybe 1 Gatekeeper. This is a big problem because I'm nearly done with my whole playthrough and this entire time I've been barred off from getting the Level 3 Psi Amp. Is there something I'm doing wrong or is the Gatekeeper spawn rate just really low now and I'm unlucky?
Warplord Mar 10 @ 4:59am 
venators are pain in the .... mostly the death explosion seems a bit too OP. the radius is absurd, the damage is unavoidable and yea :D which folder holds the configs exactly?