XCOM 2
LEB's Lategame Enemies
189 Comments
Penril Nov 29, 2024 @ 6:10am 
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 Nov 10, 2024 @ 8:56pm 
Is this "Chance=50" here the reason the Hunt sitrep spawns so dam much?:
+SitrepProperties=(ValidMissionList="LEBStandard", MinForceLevel=20, MaxForceLevel=20, Chance=50,
FeeL Nov 18, 2023 @ 2:15pm 
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 Sep 2, 2023 @ 11:33am 
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 Aug 6, 2023 @ 4:21pm 
@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 Aug 6, 2023 @ 8:05am 
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 Dec 9, 2022 @ 9:30pm 
@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 Dec 9, 2022 @ 9:28pm 
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 Dec 9, 2022 @ 9:22pm 
@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 Sep 5, 2022 @ 12:40pm 
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 Nov 17, 2021 @ 4:28pm 
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 Nov 17, 2021 @ 10:26am 
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 Nov 5, 2021 @ 11:37pm 
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 Oct 21, 2021 @ 3:57am 
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 Sep 12, 2021 @ 9:58am 
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 Sep 12, 2021 @ 8:42am 
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 Aug 30, 2021 @ 3:45pm 
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 Jul 7, 2021 @ 5:49am 
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 Jun 2, 2021 @ 8:56am 
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 May 5, 2021 @ 5:21am 
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 Apr 2, 2021 @ 9:03pm 
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 Mar 30, 2021 @ 5:55am 
you magnificient bastard. i havent' even TRIED this yet and i'm drooling over it.
Dragon32 Feb 26, 2021 @ 5:24am 
@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 Jul 28, 2020 @ 4:07pm 
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 May 24, 2020 @ 6:26am 
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 Mar 29, 2020 @ 4:38am 
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 Jan 27, 2020 @ 10:15pm 
Is it works normal with "[WOTC] Golden Path Missions Revamp"?
LightenedDark Jan 22, 2020 @ 4:38pm 
Two of the defense values are nonstandard (28 and 31 instead of 30)
vaivans Jan 12, 2020 @ 1:56am 
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 Oct 9, 2019 @ 2:13pm 
@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 Sep 21, 2019 @ 10:57am 
Had to deal with two MKII Riftkeepers and four Venators. Jeebus what a pain in the ass!!!!!
Dragon32 Sep 19, 2019 @ 3:43pm 
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 Jul 25, 2019 @ 1:09pm 
To those who are using this mod, if you disable the mission schedule mods in MCM does it work with ABA?
Noob Train Jul 22, 2019 @ 12:28am 
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 Jul 7, 2019 @ 11:16am 
Three or four venators together ? Plain OP dumbness.
initium Jul 2, 2019 @ 12:31pm 
@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 Jul 2, 2019 @ 10:55am 
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 Jun 11, 2019 @ 7:08pm 
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 Jun 1, 2019 @ 4:12pm 
Me? I've got a love-hate relationship with both of these baddies. They're great enemies, IMO.
LeaderEnemyBoss  [author] Jun 1, 2019 @ 4:07pm 
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 Jun 1, 2019 @ 3:19pm 
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  [author] May 29, 2019 @ 5:16am 
You can deactivate the venator in the mod's config menu.
Shavy May 28, 2019 @ 7:07pm 
I want the riftkeeper . . . but i don't want the venator.
Dragon32 May 15, 2019 @ 10:13am 
@Kraise Gaming!:
As it's Primes, shouldn't that be reported in the A Better ADVENT Comment thread?
LeaderEnemyBoss  [author] May 11, 2019 @ 5:41am 
@Anton I can only offer the default solution for weird modding problems: deleting the files in XCom's modding folder
MantiSynth May 10, 2019 @ 9:58pm 
@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 May 10, 2019 @ 4:09pm 
@Anton | Pan Militia:
Just to cover the obvious: was it a mission where the squad evac'd?
MantiSynth May 10, 2019 @ 3:48pm 
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?
DustDevil May 1, 2019 @ 10:57pm 
Does thism od is compatible with A BETTER ADVENT?
M0NSTER Apr 8, 2019 @ 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!