XCOM 2
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A Harder War: Waterworld Ethereals
   
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16 Dec, 2022 @ 10:30pm
18 May @ 10:37pm
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A Harder War: Waterworld Ethereals

In 1 collection by ReshiKillim
Reshi's Requiem (And other Reshi stuff)
17 items
Description
A Harder Leviathan

The Mod that nobody needed, that few really wanted, has arrived.

Leviathan has been overhauled, and is greater than ever before. Battle a horde of aliens, strike down the Elders' Avatars, and then slay the alien gods themselves. This, however, is no easy task, so beware, it takes a Legend to leave a Legend. Additionally, for the sake of sanity, the Ethereals cannot summon extra reinforcements during the final battle, that is, unless you want them to do so.

Campaign Difficulty Matters

The Final Showdown scales in difficulty depending on what difficulty your campaign is set on, with variations in how strong the pods that can spawn as reinforcements are, and when they can spawn in.

Like with Vanilla Waterworld, Commander and Legend/Impossible difficulties have no limit on how many enemy pods can be alive and present at a time.

Configurable Misery

If for some reason it's not hard enough, you can crank up the number of Ethereals you need to defeat and revel in what is to come. It is not recommended to be running a mod that buffs Avatar enemies together with this mod, but it's not a compatibility issue, so if you wish to do so, feel free.

By default, Waterworld is configured to support a pod of up to eight of XCOM's Finest Soldiers + the Great Commandy one, but this can be easily changed to have less, or more, depending on your preferences, and what mods you're running. Less than eight soldiers may be suboptimal for the rigors that await, however, especially if you're running a mod that increases pod sizes.

Compatibility

This mod extensively modifies the Encounter Buckets, Mission Schedules, to expand Waterworld's enemy encounters for massively more diverse and unique enemy showings, and the Objective Handling for Waterworld, so if you're using another mod that modifies these, things may break or not work properly.

Extensively tested for compatibility with A Better Campaign and A Better Campaign Plus, requires ini edits to work with the CX Golden Path Revamp. It has not been tested with LWOTC, but in theory, it should work, may require some work for it to do so. Should be entirely compatible Allies Unknown, RPGO, and nearly all mods, some minor ini edits may be needed for Allies Unknown.

If you experience any issues with this mod, please do comment on them, so that I may address them in a timely manner.
Popular Discussions View All (1)
5
30 Apr @ 11:46pm
Golden Path Revamp Compatibility
friend shaped
30 Comments
Madzak 16 Feb @ 12:43pm 
Are these the correct lines to comment out in GPR:
;----------Purge Groups-----------
;OLD
;-EncounterBuckets=(EncounterBucketID="LIST_FinalShowdown_PurgeTeam", \\
; RandomizedSelection=true, \\
; EncounterIDs[0]=(EncounterID="Showdown_Purge_Gatekeepers"), \\
; EncounterIDs[1]=(EncounterID="Showdown_Purge_Sectopods"), \\
; )

;NEW
;+EncounterBuckets=(EncounterBucketID="LIST_FinalShowdown_PurgeTeam", \\
; RandomizedSelection=true, \\
; EncounterIDs[0]=(EncounterID="Showdown_Purge_Gatekeepers"), \\
; EncounterIDs[1]=(EncounterID="Showdown_Purge_Sectopods"), \\
; )

There are 2 more "old" and 2 more "new". I left ConfigurableEncounters untouched. I'm unsure if I commented out correctly as it's called FinalShowdown and not Fortress.
ReshiKillim  [author] 6 Oct, 2023 @ 9:12pm 
@Kinsect It should work just fine
Kinsect 6 Oct, 2023 @ 8:41pm 
Does this work alongside UECP?
ReshiKillim  [author] 1 Aug, 2023 @ 7:06pm 
@ScriptGenius12 Most likely some other mod is overwriting the changes this mod makes, as Avatars would not count towards the objective if this mod was properly effecting the mission.
ScriptGenius12 1 Aug, 2023 @ 7:35am 
I defeated five avatars, winning the mission. However no Ethereals showed up,
M0NSTER 11 May, 2023 @ 7:30am 
Yeah I first installed the mod after that patch, was this mod tested on Legendary mode by any chance? I did try doing a reinstall of the mod just in case and I noticed after I received 3 reenforcments of 3 enemies a 2nd elder finally shows up? Is this how it is meant to play out?

I feel like something is off with this last part as I keep getting CTD when I do certain actions with my soliders such as shooting or using grappling hook which never occurred before this mission. Here are the 2 lines before the crash detected message:

[1967.89] Warning: USkeletalMeshComponent::InitArticulated : No PhysicsAsset defined for Plot_ALN_AvatarShowdown_01.TheWorld:PersistentLevel.XComWeapon_201.SkeletalMeshComponent_1178 with skeletalmesh FX_Weapons_Shared.Weapon_Dummy
[1968.07] TacticalSuppressors: Event OnProjectileFireSound triggered AugmentationArms_Grapple_MG
ReshiKillim  [author] 4 May, 2023 @ 7:05pm 
@mike_calhoun There was a bug that got patched quite a while ago that could cause that, but Steam isn't exactly the best about patching mods. Try reinstalling the mod, and reload a save in the first phase of Leviathan to rebuild the second phase of the mission. If it continues to occur, there's either a conflict or the configs are borked.
M0NSTER 4 May, 2023 @ 1:30pm 
So finally made it to this battle but it doesn't seem any additional ethereals will spawn. I get a random spawn every other turn. Anyone else encounter this?
M0NSTER 24 Mar, 2023 @ 8:58am 
Wish me luck, modifying the config to include this and the config changes from Dance of Avatars and Chosen.
dmc32 4 Feb, 2023 @ 5:56pm 
ok, thanks I'll try that.