XCOM 2
A Harder War: Waterworld Ethereals
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.
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.
ReshiKillim  [author] 4 Feb, 2023 @ 9:04am 
@dmc32 There was a bug, which was patched, but it doesn't fix a pre-existing instance of the second phase of the final mission. If you have a save in the first stage of leviathan, re-completing that should fix it if the patch was downloaded for you.
dmc32 3 Feb, 2023 @ 9:12am 
hello, tech support...
dmc32 2 Feb, 2023 @ 5:50pm 
@ ReshiKillim, not sure if I'm missing something but at the initial battle I killed an etheral and after several elder avatars, but I never see any etheral's again to gain a victory. It becomes an endless battle. Aren't more etheral's supposed to show up, a little help please.
ReshiKillim  [author] 7 Jan, 2023 @ 9:16pm 
@Microwave It really only affects the final mission, so there's no pop ups, and it doesn't show up in the MCM, as this is a really small scale and simple mod.
Microwave 7 Jan, 2023 @ 6:46pm 
How do I tell if it is properly active? I dont see any pop ups or it in the mod settings, so I am not sure.
ReshiKillim  [author] 22 Dec, 2022 @ 6:46am 
@Gibbons Not with the Deprecated version of it, no. It's compatible with the standalones though.
Gibbons 21 Dec, 2022 @ 11:52am 
Is this compatible with your A Harder War: Requiem for Man Mod? I still use that because I enjoy the trials and rewards, additional enemies, etc.
ObviouslyEvil 20 Dec, 2022 @ 6:33pm 
Now I have a reason to use the entirety of the Avenger's crew.
Deacon Ivory 19 Dec, 2022 @ 1:20pm 
This is so exciting. My soldiers are dying to get to Waterworld. Terrifyingly beautiful yet again.
Stukov81-T.TV 19 Dec, 2022 @ 10:10am 
My favourite modder released another gem! Thanks so much
ReshiKillim  [author] 19 Dec, 2022 @ 6:41am 
@ObviouslyEvil 100% Compatible!
ObviouslyEvil 18 Dec, 2022 @ 8:06pm 
Would this be compatible with Covert Infiltration?
LeyShade 18 Dec, 2022 @ 7:52am 
Well well well, a revised version of the original Sysusa Waterworld...

Let's see how much we can break things by merging them together with all the original goodies ♥️♥️

Fantastic work as always 👍👍
ReshiKillim  [author] 18 Dec, 2022 @ 5:36am 
@ElegantMud Tentatively, I would say yes, I personally haven't experienced any issues from doing so. But as with all mods, I would put it as *probably* fine, barring weirdness.
Anakameron 17 Dec, 2022 @ 11:53pm 
Welp, glad to know I won't be lacking in my endgame enemies for the epic run I'm currently working on. Thanks for another epic enemy mod!
ElegantMud 17 Dec, 2022 @ 10:44pm 
Would this be safe to add to an ongoing campaign?
ReshiKillim  [author] 17 Dec, 2022 @ 8:46pm 
@Skarsatai If you want to send more than eight soldiers, yes. In the XComMissionDefs of the Mod, you'll need to change the eight in the MaxSoldiers=8 of the AssaultFortressLeadup to whatever number you want it to be.
Skarsatai 2.0 17 Dec, 2022 @ 4:27pm 
Do I have to tweak the config in your mod to send more than 8 xcoms?
Agent Coxack 17 Dec, 2022 @ 4:05pm 
Just when we thought it was safe to go back in the water.