XCOM 2
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LW2: Riftkeeper
   
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Apr 4, 2017 @ 10:02am
Jul 8, 2017 @ 6:14am
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LW2: Riftkeeper

In 1 collection by LeaderEnemyBoss
Long War 2 Modlist
47 items
Description
!!! For Long War 2 Only !!!

This is the LW2 compatible version of my Riftkeeper enemy. IMPORTANT: Unsubsribe from my old Mod, if you want to use this version! Do only use this version for LW2! Do only use the old Version for Vanilla! Link to the Vanilla version: http://steamcommunity.com/sharedfiles/filedetails/?id=653666446

Changes made for the LW2 Version:
-stats buffed a bit
-An additional single Riftkeeper may spawn in untimed missions (configurable). This is to increase the lategame difficulty of untimed missions a bit.
-some "behind the curtain" changes and fixes

This is my first enemy for LW2. If you encounter bugs or think there are balance issues, just leave a comment ;).


Original description

This mod introduces a new lategame threat: the Riftkeeper. It appears around the same time as the gatekeeper but becomes more common in the following weeks. It can spawn in addition to the "normal" boss-aliens (sectopod and gatekeeper) and will make your lategame considerably harder. There is also a new autopsy and a new lategame utility Item included. Spoiler warning: If you want to experience this new threat without previous informations, stop reading now!


Riftkeeper Abilities:
-Despite its intimidating size, the Riftkeeper does not use damaging attacks all that often(allthough its beamattack is dangerous).
-the Riftkeeper is sturdy and resistant to all kinds of explosions (explosives will still shred as usual, but the hp damage is lowered)
-the Riftkeeper loses its resistance against explosive damage when it opens
-Immune to mind altering effects!
-It has stasis and sustain
-Mindshields and Solace make your Soldiers immune to stasis
-It has the unique ability to create rifts that instantly summon small groups of lesser enemies
-Since the Riftkeeper rarely makes use of damaging abilities, it will most likely ignore mimic beacons
-In the latest campaign stages, a stronger variant with possibly nasty surprises may appear

I suggest lockdown, shredding, armor piercing or psionic damage to deal with this pokeball.

Rift Beacon:
You will now get rewarded for your troubles! The newly added autopsy unlocks a new Item, the Rift Beacon. It allows you to summon in reinforcements from the Avenger's barracks. Since this Item is extremely powerful it has some drawbacks. Properties:
- It is expensive and is destroyed after a single use! (Cost: 3 corpses, 400 supplies, 3 cores on Legendary)
- The spawning location of your reinforced soldier is somewhat random, but centered around the location where the beacon explode. It can spawn up to a screen away, so be careful where you deploy the beacon.
- 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!)
- The Dimensional Rift Generator of the Avenger has to recharge after a single use, so dont bother bringing more than one to your missions
-The Reinforcing soldier acts like a normal member of your squad, that means it can ofcourse die!
-Only unwounded soldiers can act as reinforcements. Soldiers with high rank are chosen first.
-If no eligible soldier can be found, a new Rookie gets recruited for free and joins your battle.
-The reinforcement soldier has a single move the turn he gets teleported in.
-Since this technology is new and still dangerous, soldiers walking through the Dimensional Rift will suffer a small injury.

Basic unit concept came from the reddit user /u/Vathar. Rift Anchor idea by Oberfuhrer-Raziel.

Known Bugs:
If you summon a Shinobi via Riftbeacon: Fleche deals enormous damage in the turn the Unit got summoned. Leaving it in for now because its somewhat hilarious (just imagine your shinobi chargin through the rift) and somewhat hard to fix.


Donations
As usual, donations are not required at all ;), but since sometimes people ask, here we go:

[www.paypal.com]
61 Comments
Solo55 May 2, 2019 @ 12:25pm 
Just stopped working, good run though.
Snoup Sniddly Oct 1, 2018 @ 4:06pm 
Sounds like a really intelligently designed enemy. Well done :0
LeaderEnemyBoss  [author] Feb 28, 2018 @ 12:14pm 
It is immune to the stun portion of sting grenades but can be disoriented. I left it in because controlling the riftkeeper is one of the intended ways to deal with it. Suppression is also a good way to preevent Rift usage.
Void Feb 28, 2018 @ 9:56am 
Have you made it immune to flashbangs, like the rest of bosses were in LW 1.5?
tmonahan23 Feb 3, 2018 @ 4:52pm 
thanks
LeaderEnemyBoss  [author] Feb 3, 2018 @ 4:22pm 
If you didnt do any changes, the max. number of enemies he can summon per turn is 4 (for the riftkeeper mk2) and his big rift ability has a large (!) cooldown so its not something he can do willy nilly. Also remember: a suppressed Riftkeeper cant summon units. I played with it on my own legend campaign, so I know its on the level i want it to be. If you want it to be weaker anyway, have a look at the mods inis ;).
tmonahan23 Feb 3, 2018 @ 4:00pm 
Your enemy is cool but ...alowing him to call twice in one turn enemies ..makes the enemy un balanced. The calling twice would be ok ..if he only called 1 enemy per teleport but you can end up with 4 -7 enemies per turn over and over ..each turn. would suggest tuning it down a bit since he has a major hp/armor number.
tmonahan23 Jan 27, 2018 @ 6:21pm 
I had a Rift as a reinforcement on a smash and grab mission. the rift kept summing enemies everyturn plus every turn the mission would also bring in new enemies. If you could, would suggest keeping the Rift from being able to spawn in as reinforcement on smash and grabs or limit the number of summing to 1 enemy
teh1archon Aug 13, 2017 @ 1:24pm 
Hmmm... I think I don't have a save but I'll make one if it happens again. About the corpses, I didn't know it was by design so OK, I'll take it. Can't say I wasn't disappointed to lose some good corpses. Better yet! I must compliment you on the spawning system. It was very random but not "take a sectopod to the face" and even spawned some rare enemies from all the mods I have (and I run with like 500+ active mods) that I barely (or almost never) get to see with the crazy spawn weights this situation is making. Great job :D
4rrakis Aug 13, 2017 @ 5:46am 
Or it works like the chronosphere in the first Red Alert game: It ports the enemies to the Riftkeeper, but ports them back to their original place after some time, even if they are dead.