XCOM 2
Riftkeeper
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Update: Jul 8, 2017 @ 6:32pm

-New Item: "Rift Anchor", has no use in tactical missions but lets you prioritize soldiers to be summoned by the Rift Beacon (Idea by Oberfuhrer-Raziel)

Update: Apr 4, 2017 @ 6:04pm

Update: Apr 4, 2017 @ 10:28am

-fixed an old issue with stasis

Update: May 20, 2016 @ 4:36pm

Update: May 20, 2016 @ 4:15pm

Released another small update, because the riftkeeper was able to summon my new modded enemy (venator). This was hilariously borken with normal squadsizes. Also reduced the stasis AoE and removed it from the final room of the final Mission (there is however still one in the last midboss room). Ofcourse you can reactivate him in the ini if thats how you roll

Update: May 20, 2016 @ 12:03pm

-limited the number of riftkeepers that can spawn in a normal mission to 1. This value can be changed in the ini.
-For those that want more riftkeepers per mission: The bigger Portals have a global cooldown now
-Stasis can no be avoided with mindshields.

The way i went to limit the spawnrates is a bit experimental. It may happen in rare cases, that the info displayed in the shadowchamber string is not entirely correct. But I dont think anyone is mad over an additional andromedon or even sectopod, if that means there are less Riftkeepers.

Update: May 7, 2016 @ 4:24pm

Update: May 7, 2016 @ 9:28am

Update: May 7, 2016 @ 7:29am

There were still crashes after restarting rthe final mission. I implemented a new method of adding Encounters to existing schedules. This should fix the problem.

Update: May 6, 2016 @ 2:03pm

Hotfix!
-fixed crashes that occured after loading a save in the final mission