XCOM 2
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A Harder War: Waterworld Ethereals
   
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16 Dec, 2022 @ 10:30pm
28 Nov, 2024 @ 8:54pm
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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, 2024 @ 11:46pm
Golden Path Revamp Compatibility
friend shaped
35 Comments
SeveN 11 Mar @ 12:04pm 
Where I can reduce delay between Ethereals spawning because this is getting ridiculous. It was going smooth with the first 5, and then for the last one it took like 15 reinforcements pods. I was playing normally untill like 10th pod. After that I decided I ain't got time for this and was just using "killallais" command untill sixth one finally kindly decided to show up and let me finish mission. It took close to 5 hours this time.
SeveN 28 Nov, 2024 @ 1:05pm 
part 2:

Not sure how to feel about this mod in the end. With just Golden Path Missions Revamp(yes I made .ini changes for this to work with Ethereals) you get 2 portals reinforcements with strong pods right off the bat. In every campaign it always feels like you will get overrun eventually if you don't focus Avatars quick enough. With this one installed, I was literally camping gateways waiting for Ethereals to show up.
SeveN 28 Nov, 2024 @ 1:04pm 
Idk if this was something with my setup, or if it was intended. But the final mission(tower+alien fortress+waterworld) took me roughly 4 hours (legend non lwotc/ci), so yeah just a heads up.

You have to beat 6 Ethereals on legend to finish it, problem is they spawn in like every 3-4 portal reinforcements so it takes a while... for the last one to spawn, I think I had to kill like 6-7 reinforcements pods before he kindly decided to show up. I think this mod also limits reinforcements to only 1 portal. Normally you can get 2 portals to spawn, one on each side. So not only it drags the fight out, it also makes it a bit easier. Pods themselves were also weird. I think it was scaling them depending on how many Ethereals were left. Once there were 3 left, it finally started spawning some actually threatening units.
rubyeye 20 Aug, 2024 @ 6:10pm 
@Forty-Eight Thirds....Ok, you sold me. I'll give this mod a try on my next LWotC campaign.
Forty-Eight Thirds 11 Aug, 2024 @ 4:34pm 
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, 2024 @ 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.