XCOM 2
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A Harder War: Waterworld Ethereals
   
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16 DIC 2022 a las 10:30 p. m.
18 MAY a las 10:37 p. m.
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A Harder War: Waterworld Ethereals

En 1 colección creada por ReshiKillim
Reshi's Requiem (And other Reshi stuff)
17 artículos
Descripción
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.
Discusiones populares Ver todo (1)
5
30 ABR a las 11:46 p. m.
Golden Path Revamp Compatibility
friend shaped
32 comentarios
rubyeye 20 AGO a las 6:10 p. m. 
@Forty-Eight Thirds....Ok, you sold me. I'll give this mod a try on my next LWotC campaign.
Forty-Eight Thirds 11 AGO a las 4:34 p. m. 
Just beat a 70-mod LWOTC commander campaign with this active. 10/10 recommend it. There were no issues with the functionality, and although the mission didn't go flawlessly, the game worked perfectly. The added challenge made the final battle more climactic, dramatic, and interesting.
Madzak 16 FEB a las 12:43 p. m. 
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  [autor] 6 OCT 2023 a las 9:12 p. m. 
@Kinsect It should work just fine
Kinsect 6 OCT 2023 a las 8:41 p. m. 
Does this work alongside UECP?
ReshiKillim  [autor] 1 AGO 2023 a las 7:06 p. m. 
@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 AGO 2023 a las 7:35 a. m. 
I defeated five avatars, winning the mission. However no Ethereals showed up,
M0NSTER 11 MAY 2023 a las 7:30 a. m. 
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  [autor] 4 MAY 2023 a las 7:05 p. m. 
@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 a las 1:30 p. m. 
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?