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Having played the same mission twice, it appears that there is a game freezing bug, I believe may be being caused by The Lost attacking the Ethereal, and the Ethereal trying to reflect?
I used the Lost Lure on the Ethereal which pulled a number of them into him. Also I play with Lost having Bladestorm and poison attacks if that helps.
To be clear again, the freeze happened both times many turns into the mission and only when a Lost attempted to melee the Ethereal.
Edit XComEncounterLists.ini
I had the assassin and the ethereal both active at the same time in one mission.. Everyone survived and we completed the mission (hurray mindshield), but it was really, really nasty.
https://steamcommunity.com/sharedfiles/filedetails/?id=3046846024&searchtext=ethereal
Maybe. Missions are created some time in advance, with their enemies. So if you remove a mod and a mission spawns that had already rolled this enemy then it'll crash on load.
I've half a thought there's a mod that will help with that but I forget the name.
I double-checked the code to be sure, and it's in there: "CharTemplate.bIsPsionic = true;"
I've observed the same case with reinforcements acting as soon as they arrived, and was also playing with yellow alert with defensive actions for reinforcements.
I'm not sure yelow alert considers ethereal summons as reinforcements, because the workaround I found was to make all units take defensive actions in yellow alert configuration (and not just reinforcements). Of course, with this configuration, the pods encountered in the field will now only defend instead of sometimes shooting at XCOM (so this is a choice to make).
I fixed it. I kind of just unchecked and rechecked the boxes to enable the mods and that seemed to work.
Are you using any AI mods? This mod's behaviours are uniquely named so shouldn't get overwritten by another mod but maybe you're using a mod that (for some reason) renames behaviours from the vanilla game.
My first encounter with them was in a tunnel mission where I had to extract a VIP, right after I had finished upgrading my soldiers to the magnetic tier.
My specialist opened a door after engaging in combat with the first pod and immediately saw the Ethereal on the other side with a bunch of mutons, I just closed that door and waited a turn on the other side of the wall. Good thing I had brought my templar along to deal with that thing, although the reinforcements were really really tough.
Only negative thing I have to say about this mod is that the reinforcements might be a little too overwhelming especially if you play with double enemy count, otherwise excellent all around.
enemies of mods recently added (after your last win/loss screen i think) will get forced on you no matter the spawn weightings
I. Like others, I've found the Our Will Be Done ability dropping turn one to be ... a little excessive.
II. Though I'm sure I could change this in the config files with a little monkeying, I've been encountering these guys way too often. Like, more common than Sectopods.
III. Our Will Be Done can summon another Ethereal. Who can also use Our Will Be Done.
IV. See point III. as I feel like it needs that emphasis.
I might see what I can do to resolve these things on my end in the files, but I think it's fair to point this out to people who might also be considering installing the mod. Great enemy and always provides an 'oh shit' moment when they turned up, but after they show up seemingly every other mission it's not quite as effective.
{LINK REMOVED}https://drive.google.com/file/d/1kz5UDksM7ioisd-b1T0HMXYfe5ZPaDRB/view?usp=sharing
Reshi also calls it "A harder war" and mentioned in the description that this is a very tough mod. But have you even read the description?