XCOM 2
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Venator Enemy
   
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10.249 MB
May 18, 2016 @ 2:12pm
May 20, 2016 @ 1:23pm
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Venator Enemy

Description
The Huntress is on the prowl! A powerful, more aggressives variation of the Codex that preys on psi users.

The Venator is a new powerful psionic opponent, that begins to spawn in the early lategame, right before sectopods appear. It has the same spawn restriction as the Codex; that means: it can only spawn after an Advent Captain has been skulljacked. It is intended to make the later stages of the game more challenging. By default it also appears in the final mission.

Abilities
- has Clone and Teleport like the Codex
- Has the same immunities as the Codex, additionally is immune to mental effects (so no Domination!)
- Shots deal relative low damage, don't crit, but pierce up to 2 armor (depending on difficulty)
- doesn't take cover and therefore can not be flanked
- may perform offensive actions on reveal (shoot or overwatch), also likes to teleport out of sight

New Ability I: Paralyze
The Venator releases a powerful psionic blast, stunning enemies in a large area around it (removes 1 AP like other stun effects). A Mind Shield makes soldiers immune against this ability.

New Ability II: Psionic Detonation
A dying Venator releases it's psionic energy in form of a shockwave, damaging units in a large AoE for 3-4 damage. Damage ignores armor as it is a psionic blast.

New Ability III: Psionic Feedback
The Venator turns the psionic potential of it's target against it. Deals damage to the main target and in a large area around the main target. Damage ignores armor as it is a psionic blast.

-The Damage dealt depends on the main target's PsiOffense stat
-If the main target wears a mindshield, the damage gets halved
-The Feedback pulse destroys fragile cover and explosives. Avoid cars!
-The Venator can use Feedback on fellow aliens. The damage however is reduced in this case.
-Enemies with natural mental immunity can not be targeted. By default these are Avatars and the Venator itself.

Too avoid complaints:
This enemy will probably destroy you if you stroll in unprepared with a high level PsiOp right in the middle of your soldiers. You have been warned!
I suggest you to reconsider taking PsiOps on missions where Venators appear (use the shadow chamber!) or give them a mindshield at the very least! It is relentlessly aggressive and is almost garantueed to deal damage. However since it cant crit, it's damage doesnt oneshot your troops (except when you mess up and have your whole team next to a car and inside feedback radius).

Tactical Advice
-Position yourself well, avoid clustering your soldiers, especially around psi users!
-Dont overvalue cover, the Venator will usually flank you anyway, it only gains a small aim bonus from flanks
-bring mindshields!
-bring healing, since multiple soldiers that take about 4-6 damage are common
-EMP Grenades can work great against multiples of them
-you can use psionic detonation against the Venators clones and create chain reactions
-Paralyze can be used once per turn, Feedback only once every two turns.
-If I didnt mess up the balancing, it should appear in about 33% of all missions, so its not like you will never get to use your psi ops again ;)

Ini-editing is possible! You can change the Venators basic character stats, the damage and AoE of it's abilities and whether it should appear in the last mission. The maximum number of Venators per pod can now be changed aswell.

This is an initial release. I tested the balance, but ofcourse I am only one person. Your feedback is valuable! I may also add an MK II version in the future, if this one is too easy in the lategame (I personally dont think so, since they can appear as followers, and three of them can destroy even a high level squad!). I may also consider adding an autopsy and a new item if I get a good idea that is not OP. Suggestions are welcome ;).

Bugs:
-Sometimes multiple death explosions may bring the game to a halt for some seconds because it needs to "catch up". But this bug doesnt seem to happen all that often.

-Not a bug but: When multiple units get stunned, the game shows each effect. This takes some time. Sadly i couldnt convince the game to play these effects simultanously.

-I use a "handbuilt" system to restrict the numbers of Venators that can spawn in a pod (since the basegame doesnt support it properly for non-advent units). In rare cases this may lead to slightly incorrect shadowchamber mission info. However i dont think any of my users should be too mad, if instead of 4 venators, 2 of them are mutons.

If you notice additional bugs, just tell me



If you want to support me, you can use the following link :)

[www.paypal.com]
115 Comments
kazuya0010 Jun 24, 2022 @ 1:35pm 
Can you send me the link for the wotc version of this mod?
Jon Phones Jul 8, 2021 @ 9:21pm 
Modded game to death and this is my fav enemy. Always casualties
LeaderEnemyBoss  [author] Mar 24, 2020 @ 4:40am 
No, the WOTC mod has an options menu that lets you disable the other stuff.
Autumn Sage Mar 23, 2020 @ 10:14pm 
Does this work with WOTC? I know there is a WOTC version but it includes additional features and I just want the Venator.
President Jyrgunkarrd Aug 26, 2018 @ 3:29am 
Just a warning to anyone else like me who misses the Black Ice Codex and thought this might be a good alternative:


Nope. Nope nope nope. Nothing like it. :(
LeaderEnemyBoss  [author] Jun 18, 2018 @ 9:28am 
Well the feedback thing is just the risk you are taking when bringing psi-troops. They are - after all - designed to be scary for psiops. However give that psiop a mind shield and place it somewhere, where it cant hurt other squad members (or hide it even), and you'll be fine. I actually sometimes "bait" a Venator to "waste" its turn by feedbacking a lone psi op that can easily heal himself via soulsteal. There are times where this is preferable to a paralyze hitting 4 of your troops (especially if they lost cover somehow).

Again: The enemy is designed in a way to provide a new challenge that requires a different approach than many players typically chose (no medics, squad bunched up nicely around the best cover spots, as many psiops as possible, alpha strike everything).

However, if you strongly feel it's too strong for your liking: have a look at the mods ini files, you can reduce stuff like the feedback AoE yourself ;)
Oneira Jun 17, 2018 @ 11:50pm 
LeaderEnemyBoss:

Yes I learned the hard way that the best thing to do actually is not to attack a Venator until the other stuff is dealt with.

The reason why I don't think I agree entirely with your point that you can just ignore Venators for a while is their teleport ability, which you have programmed them to use to maximum effect (nice job!). They will almost always teleport next to a Psi or into the largest group of your squad and do a feedback or a AOE stun. The AOE paralyze isn't so bad. You lose an action point. Multiple Venators/Venator clones doing feedback is deadly.

Also, there have been countless times that Venators or their clones have dodged, taking only 1 point of damage which means another clone.

Riftkeepers are powerful no doubt, but you can focus fire them. Venators are actually much harder to focus fire because once hit they clone and teleport out of range.

LeaderEnemyBoss  [author] Jun 17, 2018 @ 12:24pm 
I playtested them extensively on legendary, yes even against 4 of them, heck even when having a psiop with me. Typically youll want to NOT attack them if you have to deal with other stuff. If you start attacking them, you should be able able to always kill the clones (which is possible with all the sure hit abilities. If you have freeze or flash, you can prevent splitting alltogether. Yes you will take some damage, but thats intended in order to encourage medic specialist use. (The same holds true for if you get hit by feedback).

There was the occasional mission where I messed up, activated one pod of them too many and had to bail. This happens and it's needed if you want the strategical part of the endgame to be harder than it is in vanilla X2 or WoTC.

If a single Venator is on the same level than a Riftkeeper for you than I think you are doing something wrong. You can largely just ignore it until you have dealt with everything else, which is not possible with other big enemies.

Oneira Jun 17, 2018 @ 10:45am 
I like the Venator as an upgrade very much, but there are 2 things I think are over the top:

1 - the AOE on Feedback is ridiculously large and should be reduced a tile or two in radius.

2 - One Venator is comparable to a Gatekeeper, a Riftkeeper or a Sectopod, and you have them running in pairs?? And if there are Psi Hunting mobs there can be as many as FOUR Venators on the map??!! Come on, that's just simply too much. One Psi or Sectoid in the area and your party stands a good chance of a total wipe.

There's almost no way to kill a single Venator in one round. With the amount of health, armor, defense and dodge plus cloning, it is nearly impossible. Which means clones all over the place. Multiple Venators is, as I said, a bit over the top.