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Question: Is there a way in the ini files to make the Rift Beacon permanent?
+SitrepProperties=(ValidMissionList="LEBStandard", MinForceLevel=20, MaxForceLevel=20, Chance=50,
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.
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.
Anyway, anyone has ideas on how to fix the first thing at least?
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.
And in the XComEncounterLists.ini file, add these followers to the spawn lists: +SpawnDistributionLists=(ListID="LEBLGSRFollowers".
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?)
It was a bit touch and go there for a while.
"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.
Ran into my fist venator and got my whole squad stun bc they are bunched up and got chain stunned till they all died -.-
God, I love challenges, but this guys are waaaay too OP.
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.
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.
If you have riftkeepers in the area kill them first. Ignore all other enemies until they are destroyed.
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.
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?
Either way, thanks again for bringing it up to WotC and im looking forward to starting my new game, you made my gaming afternoon :)
Btw. if you scroll around the comments, you will find people that say exactly the opposite (they enjoy venators and hate riftkeepers).
As it's Primes, shouldn't that be reported in the A Better ADVENT Comment thread?
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
Just to cover the obvious: was it a mission where the squad evac'd?