XCOM 2
A Harder War: The Ethereal Restoration
186 comentarios
EvilBob22 8 JUL a las 10:24 
After a quick look, this is in the localization:

[AHWElderReflect X2AbilityTemplate]
LocFriendlyName="Psychic Fortress"
LocLongDescription="All Non-Reaction Shots from within the Ethereal's Vision Range that will normally miss will instead be intercepted and Reflected Back at the Attacker. {...}"
LocHelpText="All Non-Reaction Shots from within the Ethereal's Vision Range that will normally miss will instead be intercepted and Reflected Back at the Attacker. {...}."
LocFlyOverText="Psychic Fortress"

[AHWElderReflectShot X2AbilityTemplate]
{all the same stuff}

So, I assume the ability to give is "AHWElderReflect" (with "AHWElderReflectShot" being the return shot itself).
Rtma Eros Paragon 8 JUL a las 0:00 
What is the proper name of the deflection perk the Elders have? I want to give it to warlock, since he is practically their disciple, fitting to give him a few psionic perks to distinguish from the others.
Dragon32 5 JUL a las 15:40 
@100xYGO
If you've set up your .ini right then try clearing your user config. files. Also, I think, that missions are set-up by the game before they're shown on the geoscape. So it could be one that was created at the start of the month when you made the edit.
100xYGO 5 JUL a las 13:34 
@Dragon32 I did that yet they still started to appear on FL 16. Ive set up my ini for them to appear only starting FL 19
Lebowskichild 13 JUN a las 13:55 
Bug report.

Having played the same mission twice, it appears that there is a game freezing bug, I believe may be being caused by The Lost attacking the Ethereal, and the Ethereal trying to reflect?

I used the Lost Lure on the Ethereal which pulled a number of them into him. Also I play with Lost having Bladestorm and poison attacks if that helps.

To be clear again, the freeze happened both times many turns into the mission and only when a Lost attempted to melee the Ethereal.
Scarab 26 MAY a las 6:48 
no, the AI breaks before they get a chance to do anything or even get hit by anything, from what i can tell it happens from as soon as the mission starts and multiple squads with varying abilities all get the same result
Stukov81-T.TV 23 MAY a las 2:53 
An ability that maims ir confuses opponents? Those can break ai too
Scarab 23 MAY a las 2:02 
I did not no
Stukov81-T.TV 22 MAY a las 8:49 
did you use a shredder rocket on them?
Scarab 22 MAY a las 8:00 
encountering a bug where the ethereals only use their first ability when alerted, but then stand completely still and do nothing for the rest of the encounter ultimately going down without a fight, been aware of this issue for awhile now but nothing i have tried works and testing it is annoying due to how rare these things can be, help would be appreciated
Dragon32 5 MAY a las 1:53 
@mayrenise123
Edit XComEncounterLists.ini
mayrenise123 4 MAY a las 19:28 
how can I change the force level they appear at??
^-^ 7 ABR a las 13:21 
This appearing at force level 16 is a bit too much, should be absolute endgame (20+) :)
Bofrab 20 FEB a las 19:39 
@N30 THAT WOULD BE SICK!!! PLEASE!!!
HowAddiction 2 ENE a las 5:20 
They don't attack my troopers or use any skill in any mission:steamsad::steamsad:,just like statues,what's wrong?
N30 26 NOV 2024 a las 22:09 
Would it be possible to make a playable version of them
Oniwabanshu 23 OCT 2024 a las 14:46 
Would it be possible to prohibit the spawning of this Ethereal with a Chosen?
I had the assassin and the ethereal both active at the same time in one mission.. Everyone survived and we completed the mission (hurray mindshield), but it was really, really nasty.
Cyber Von Cyberus 26 AGO 2024 a las 1:08 
@Tarian O annwn, If you're not satisfied with this version, I recommend you check out Lalup's Ethereal overhaul which rebalances them and nerfs their ability to summon reinforcements.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3046846024&searchtext=ethereal
Tarian O Annwn 25 AGO 2024 a las 7:43 
Fun mod, a nice enemy to challenge you. That said, the fact it could summon more of itself is a deal-breaker.
ReshiKillim  [autor] 24 JUN 2024 a las 8:06 
@Hunkules Not as is, no.
Hunkules 22 JUN 2024 a las 18:00 
Is it possible to mind control an ethereal?
Stukov81-T.TV 14 JUN 2024 a las 11:13 
The Mod [WoTC] Encounter List Cleaner might help
Stukov81-T.TV 14 JUN 2024 a las 11:12 
the biggest danger is Waterworld
Dragon32 14 JUN 2024 a las 10:55 
@mimiji2121
Maybe. Missions are created some time in advance, with their enemies. So if you remove a mod and a mission spawns that had already rolled this enemy then it'll crash on load.

I've half a thought there's a mod that will help with that but I forget the name.
mimiji2121 14 JUN 2024 a las 5:28 
Can I remove this mod mid-campaign?
Mungojerrie 1 JUN 2024 a las 10:39 
EvilBob22, thank you!
EvilBob22 31 MAY 2024 a las 17:45 
Short answer: Yes.

I double-checked the code to be sure, and it's in there: "CharTemplate.bIsPsionic = true;"
Mungojerrie 31 MAY 2024 a las 17:32 
I apologize for a very dumb question with a supposedly obvious answer but I haven't found one in description or the comments. So, are Ethereals tagged as Psionic units? Meaning, are they meant to receive more damage from Warlock's Disruptor Rifle and Templar's Volt ability?
Kinsect 18 ABR 2024 a las 20:20 
Say what did this new update do?
Epigamesh 23 MAR 2024 a las 11:48 
This is a really gret mod, otherwise. Clearly difficult, too, but without being impossible. And as others have already said, encountering one as a field commander was a nice surprise.
Epigamesh 23 MAR 2024 a las 11:43 
@DukeBurger I'm replying to an old comment (so you might have found since then but at least it might be usefull for future users) :
I've observed the same case with reinforcements acting as soon as they arrived, and was also playing with yellow alert with defensive actions for reinforcements.
I'm not sure yelow alert considers ethereal summons as reinforcements, because the workaround I found was to make all units take defensive actions in yellow alert configuration (and not just reinforcements). Of course, with this configuration, the pods encountered in the field will now only defend instead of sometimes shooting at XCOM (so this is a choice to make).
EvilBob22 27 ENE 2024 a las 7:04 
I didn't even realize it did that. Nice. It doesn't always replace the General though, it's added to the pool of potential enemies that can be the "Field Commander" at higher force levels. If you have the Requiem Legion, you'll see some of those enemies acting as Field Commander at low to mid force levels sometimes too.
Krieger 27 ENE 2024 a las 6:32 
I'm liking this mod, but maybe also give people a warning that it would also replace the standard advent general when a general assassination mission comes up. My squad lived, but they need therapy... a lot of therapy.
Dragon32 14 ENE 2024 a las 11:09 
Cool
Unkind_Ocean208 14 ENE 2024 a las 8:51 
@Dragon32
I fixed it. I kind of just unchecked and rechecked the boxes to enable the mods and that seemed to work.
Dragon32 13 ENE 2024 a las 2:15 
@Unkind_Ocean208
Are you using any AI mods? This mod's behaviours are uniquely named so shouldn't get overwritten by another mod but maybe you're using a mod that (for some reason) renames behaviours from the vanilla game.
Unkind_Ocean208 12 ENE 2024 a las 18:58 
currently having an issue with the Ethereals where they use their beginning ability upon being alerted, but then don't do anything else. any obvious mistake I'm making? I've re-downloaded the mod and seen the problem occur in multiple different scenarios so my little brain is stumped.
Cyber Von Cyberus 2 NOV 2023 a las 10:38 
Hehe, fun enemy.

My first encounter with them was in a tunnel mission where I had to extract a VIP, right after I had finished upgrading my soldiers to the magnetic tier.
My specialist opened a door after engaging in combat with the first pod and immediately saw the Ethereal on the other side with a bunch of mutons, I just closed that door and waited a turn on the other side of the wall. Good thing I had brought my templar along to deal with that thing, although the reinforcements were really really tough.

Only negative thing I have to say about this mod is that the reinforcements might be a little too overwhelming especially if you play with double enemy count, otherwise excellent all around.
p6kocka 16 OCT 2023 a las 11:32 
Can confirm. The animation issue is fixed. Thanks again.
p6kocka 16 OCT 2023 a las 7:35 
Great. Thank you. I'll let you know
ReshiKillim  [autor] 16 OCT 2023 a las 7:27 
@p6kocka Should be fixed with the new update to The Extension Mod
:ethereal:
p6kocka 16 OCT 2023 a las 0:56 
Thank you for updating your mods for LWOTC. ONe question. I am using the mod Proxian Soldiers by RustyDios. This unit has got a teleportation abilty which uses its OWN teleportation animation. But somehow, the Proxian Soldier uses the teleportation animation from your mod The Ethereal Restoration. Can you restrict your animation for using it strictly by Ethereals ONLY?
Stukov81-T.TV 9 SEP 2023 a las 8:29 
there is one firaxis spaghetti that leads to II
enemies of mods recently added (after your last win/loss screen i think) will get forced on you no matter the spawn weightings
QueenofSparrows 9 SEP 2023 a las 8:18 
Absolutely love the animations and concept of the mod, the rare appearance of the rare Ethereals themselves. However. I have had a few issues.
I. Like others, I've found the Our Will Be Done ability dropping turn one to be ... a little excessive.
II. Though I'm sure I could change this in the config files with a little monkeying, I've been encountering these guys way too often. Like, more common than Sectopods.
III. Our Will Be Done can summon another Ethereal. Who can also use Our Will Be Done.
IV. See point III. as I feel like it needs that emphasis.

I might see what I can do to resolve these things on my end in the files, but I think it's fair to point this out to people who might also be considering installing the mod. Great enemy and always provides an 'oh shit' moment when they turned up, but after they show up seemingly every other mission it's not quite as effective.
Mac Dog64 6 SEP 2023 a las 15:12 
Just had my first encounter with the Ethereal, love the fact that the Ethereal is back but the multiple reinforcement pods at the beginning of engagement is very over powered. Even worse when high level enemies are being spawned in and in some cases flanking my soldiers. The best enemy mods are tough but fair and I have a bad feeling that this might be too imbalanced that its not fun which defeats the purpose. If the reinforcements was scrapped or nerfed it would be way better.
DukeBurger 29 AGO 2023 a las 14:00 
@RustyDios Ive set yellow alert to only allow defensive action when reinforcements spawn but whenever a Ethereal summons them they are allowed to take offensive actions
RustyDios 29 AGO 2023 a las 13:39 
That doesn't sound like it's from this mod ... maybe something in your YellowAlert/LWotC settings ?
DukeBurger 29 AGO 2023 a las 13:32 
Would you consider adding an option to disable Reinforcements Getting the ability to act when they spawn?
Circle of Psi 22 JUL 2023 a las 1:20 
Folks, you can edit the ini to turn down some of his Stats, to make it "easier" on you, hell even I have done such I have no shame in such, while you can't edit the powers, you can reduce their HP, Armour Value, etc.
Brain_is_Back 3 JUL 2023 a las 6:01 
Hey, I translated this mod into Korean. I want you to add this file to this mod.

{ENLACE ELIMINADO}