XCOM 2
[WotC] The Sectoid Voidweaver
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!
OmNomOU81 20 Nov, 2024 @ 7:03pm 
When I saw the summons were based of the 7 deadly sins I thought 'Lust better be a Viper' and I was not disappointed
SuffeR 26 Oct, 2024 @ 3:11pm 
Lmao yup, accurate that the Viper is of lust
Styrium 15 Oct, 2024 @ 7:14am 
I've found an interesting bug. Sometimes if the summon uses a two-turn ability, like The Imperious's Blazing Pinions or The Silenced blinding AoE, if you kill the summon those abilities trigger immediately instead of waiting until the start of the player's next turn. Idk if it's just on my end, maybea mod conflict, but I thought I'd share
AgRipnus  [author] 28 Sep, 2024 @ 7:45am 
The sectoid itself drops its corpse that you need to research so you can make the Mimic Beacon upgrade.
Gibby?! 28 Sep, 2024 @ 7:33am 
Does the sectoid drop anything?
akuras 11 Sep, 2024 @ 12:46am 
Just encountered Oblivion Bomb Stage 2... At first, I thought it was some bug. But later I read a description of the mod ) Complete blindness looks too tough. The strongest debuff entire game :/
AgRipnus  [author] 5 Sep, 2024 @ 4:59pm 
Thank you. I set the spawn weights a bit higher assuming most users would be running a number of modded enemies, especially at higher force levels, diluting the pool, you can finetune it from the config. As for the Jaundiced, it's the most gimmicky of the summons, it starts with very low stats and Between the Eyes works for a one-shot, so it's a bit more aggressive to balance that out.
Highwayman300 5 Sep, 2024 @ 4:40pm 
Really liking this mod so far, 3 runs and each encounter always feels fun and fresh, with no crashes, bugs or anything negative of note.

My only nitpicks are that the voidweavers spawn too often sometimes, it was very common to see pods of a gatekeeper +2 voidweavers clustered near an identical pod in the same mission at high force levels.
That and I don't know how to feel about the Jaundiced in particular getting unavoidable damage on spawn unless you cheese the voidweaver with the old reaper + sniper combo. If he shows up you can kiss your flawless mission goodbye.
AgRipnus  [author] 26 Aug, 2024 @ 11:13pm 
Midgame around FL 10 depending on the mission type.
ScriptGenius12 26 Aug, 2024 @ 7:12pm 
How soon will they arrive?
Reverie 17 Aug, 2024 @ 5:42am 
I love the monsterfied vices. This is a cool mod.
Soul 31 Jul, 2024 @ 8:18pm 
Maybe a way to "trade" the vials for other ones would be neat?
AgRipnus  [author] 23 Jul, 2024 @ 2:56pm 
The Mimic Beacon upgrade is too strong to be easy to get. It's more of a completionist prize. On average you need to see the a Voidweaver 16 times to get at least one of each of the 8 vials. It's a mid game enemy but you still won't see it that many times unless you are actively hunting it. If you think you aren't seeing it enough and want a shot at the upgrade sooner, you can go to the Encounters config and increase its spawn weight.
silverleaf1 23 Jul, 2024 @ 2:44pm 
@AgRipnus I noticed that one needs all the types of vials to make the super mimic beacon. I found this difficult to achieve for two reasons. I got duplicate vials before I had at least one of every vial, and once I started encountering sectopods this enemy appeared much less frequently. This enemy is a priority target. For those using this enemy, the blindness that can occur lasts a long time. One mod that can help with this is the Bright Eyes mod, which cures blindness.
AgRipnus  [author] 14 Jul, 2024 @ 8:21am 
That setting is the mod's difficulty switch. It set at 0 by default, but depending on how hard you like your enemies you can give them 1 or the full 2 AP on the turn they spawn. I find 2 to be a bit unfair but on heavily modded campaigns 1 is probably the better setting.
Styrium 14 Jul, 2024 @ 7:40am 
awesome! I did not know about the 0 AP thing since I usually kill them straight away, so that might have been it. Hopefully they are all more trigger happy now! :)
AgRipnus  [author] 12 Jul, 2024 @ 11:14am 
He's set to try and get close so he can grab, but if you have it so they spawn with 0 AP then he will "waste" his first real turn on positioning himself instead of doing it on the summon turn. I have changed it so he is a bit more trigger happy even when far away.
Styrium 12 Jul, 2024 @ 8:33am 
Hey. Just encountered The Imperious again today and, for the second time it got summoned, it didn't really do anything? Like, the panic reaction to shots was working fine, but on its turn all it did was spend one action to move and then stand around, ominously. I think that's not the intended behavior you were going for.
Marcus 10 Jul, 2024 @ 11:38am 
Just encountered the temptress with its aim=150?? things did not go well, so took aim down to only 90!
EvilBob22 10 Jul, 2024 @ 11:20am 
I fought my first Voidweaver yesterday, really cool mechanic and I really love the visuals.

I did find a small bug (I think it's harmless, but it still should be fixed at some point, especially if it turns out it isn't harmless): when creating the Astral Vices templates you have "Templates.AddItem(GreedSpectreM1());" in there twice.
Rtma Eros Paragon 7 Jul, 2024 @ 2:15am 
Thought I let you know that I checked your character stats and found Despair Avatar difficulty HP scaling was using Gluttony Chryssalid name in template.
Rtma Eros Paragon 5 Jul, 2024 @ 10:17pm 
This looks awesome, like a miniboss summoner encounter, compared to Ethereals mod and calling in reinforcements from advent leaders, this should be a welcome addition to an already bloated roster. :steamhappy:
AgRipnus  [author] 23 Jun, 2024 @ 8:33am 
Thanks, and its from testing Oblivion Bomb that I decided to make the Vision PCS.
Stukov81-T.TV 22 Jun, 2024 @ 1:17am 
That blindness ... wow the duration did catch me a bit off guard :)
Awesome idea
Daevinski 21 Jun, 2024 @ 4:18pm 
GO! GO! XenoRangeeerrrsss!
Sanctified Reach 420 21 Jun, 2024 @ 3:37pm 
has anyone tested it for LWOTC?
Mister Cthulhu 20 Jun, 2024 @ 4:20pm 
I love the fact the snake girl is the Sin of Lust lmao. We all *love* the snake girls
Brain_is_Back 18 Jun, 2024 @ 8:01pm 
This was uploaded only 4 days ago. I don't think there is a Korean translation...
I guess I'll have to do it then.
Dignan Zazumba 18 Jun, 2024 @ 12:33pm 
So how would I go about adding this guy to UECP?
Kinsect 17 Jun, 2024 @ 10:46pm 
Yeah I’m guessing we’re probably going to need a separate mod for it to work with ABM/ABBA?
Oniwabanshu 17 Jun, 2024 @ 6:51pm 
Riftkeeper without venators and more enemy variety?
Don't mind if i do!
ThatCozyBear 17 Jun, 2024 @ 6:28pm 
YOOOO new mod
Bubby Avenger7 17 Jun, 2024 @ 4:18pm 
As in the mod.
Bubby Avenger7 17 Jun, 2024 @ 3:06pm 
So, is it compatible with LWOTC?
Dignan Zazumba 17 Jun, 2024 @ 12:26pm 
Does this slot nicely into RatherIncoherent's enemy config?
AgRipnus  [author] 17 Jun, 2024 @ 11:09am 
Of course, I will keep the BETA tag for a while so players can report if something doesn't work right, but you can work on your thing whenever.
Tiaz 17 Jun, 2024 @ 10:05am 
Hi, can i make bridge for your mod to LWOTC when its done with beta status?
Pumpkin Pie 16 Jun, 2024 @ 4:25pm 
the thumbnail (i think thats what it is) for this mod is one of the coolest i've ever seen in my life
AgRipnus  [author] 16 Jun, 2024 @ 10:42am 
Kinsect I found the mod you were referring to and yes mine does require a base game Mimic Beacon to make so you won't be able to make an Astral Beacon with that on. You might have to honest-man it and console command the item once you have all the boss traces.

TdizzleGod if you add it mid campaign the only thing you won't get is the Voidweaver Autopsy, everything else should work fine and the Astral Beacon should be craftable from the start.
TdizzleGod 16 Jun, 2024 @ 10:21am 
is this savegame compatible