XCOM 2
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[WotC] The Sectoid Voidweaver
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216.173 MB
15 Jun, 2024 @ 1:36am
29 Dec, 2024 @ 12:25am
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[WotC] The Sectoid Voidweaver

Description
Overview
Unveil the terrifying power of the Sectoid Voidweaver, a formidable new enemy that transcends dimensions to summon malevolent entities embodying humanity's darkest vices. This mod introduces a new class of Sectoid, capable of manipulating the battlefield in ways that will challenge even the most seasoned XCOM commanders.

Features
  • Sectoid Voidweaver: A physically weak, yet incredibly dangerous Sectoid that can summon entities embodying different vices to weaken and subjugate humanity.

  • Summoned Entities: Each entity represents a different vice and has unique abilities that disrupt and debilitate your soldiers. From The Imperious of Pride to The Slumberer of Sloth, each brings a new strategic challenge.

  • Unique Abilities: The Voidweaver and its summoned entities possess a range of abilities, such as blinding attacks, health siphoning, and panic inducement, which require tactical adaptability.

  • Dimensional Traces: When a summoned entity is defeated, it leaves behind mysterious traces. These can be collected and used to enhance XCOM's Mimic Beacon technology, blending psionics with holograms for more lifelike decoys.

  • XCOM-consistent Lore: Discover new lore elements that delve into the sinister objectives of the Voidweaver and the alien agenda.

Notes
This mod is designed to integrate seamlessly with existing game mechanics and should be compatible with other popular mods. It aims to enrich the XCOM 2 experience by adding a challenging new enemy type and deeper strategic options.

The first few lines in the XComSectoidVoidweaver.ini are the mod's difficulty setting. It controls how many Action Points the summoned boss has on the turn it is summoned. Default is 1, set it to 0 for Easy, and 2 for Hard.
69 Comments
Pyresryke 9 Mar @ 12:32pm 
This looks great. I'm curious if you can summon your own? If the description says so, I'm blind.
AgRipnus  [author] 26 Jan @ 7:26am 
I've deleted the line in my build as well so next time I push to steam it should be fixed.
LeyShade 26 Jan @ 2:49am 
@AgRipnus - EvilBob22.

Removing the line, adding a Behaviour line before, or commenting it out with ';' prevents issues.

It does create a Redscreen on non Steam variants if left in, as well as contributes to increased lag due to ram inflation, like any redundant lexicographic characters.

We've done our part reporting it and it's now resolved in the fix repository, whether you choose to update your main work is up to you, but at least now it's publically known for those experiencing issues. Thank you for clarifying that it's safe to cleanly delete as fastest method of correction.
AgRipnus  [author] 25 Jan @ 11:30pm 
The Slumberer doesn't teleport, it's a leftover from when I first reworked the Avatar's Null Lance to Indolence Wave. I had copied and renamed everything to make sure it worked before removing the functionality I didn't want. Since it's not in the main tree it's not doing anything.
EvilBob22 25 Jan @ 7:01pm 
Humm, I was wondering why it didn't cause a redscreen; and it looks like nothing calls it. Maybe it's any older version of FindIndolenceWaveDestination that was only partially deleted? I suppose the only person who would know now has been alerted :)
LeyShade 25 Jan @ 6:23pm 
@AgRipnus - FindIndolenceWaveTeleportDestination is missing it's +Behaviour which causes it to fail to load this node, and essentially may cause BT's involving this node to fail. Likely a typo, but spotted when doing script work with the totality of Workshop AI packages and URL tag traces back to this module.
ABadOmen 29 Dec, 2024 @ 1:29am 
Cool, thanks!
AgRipnus  [author] 29 Dec, 2024 @ 12:27am 
RustyDios rewrote a script and now you can install this mid campaign and have both the enemy and the autopsy.
ABadOmen 28 Dec, 2024 @ 2:35pm 
Can this be added mid-campaign?
Deacon Ivory 30 Nov, 2024 @ 2:50pm 
This mod is really well constructed and a blast to fight. Excellent work!