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Disorient works, I just tested it again. If you mean the particle effect is missing above the riftkeepers head: yes, he is too fat for that apparently. But the debuff is displayed correctly in the debuff list, and he cant use his psionic abilities. I also didnt notice anything abnormal for the summoned units. I could target them normally with shots and abilities. Maybe your case is special for some reason? I would need a savegame to further investigate, why it isnt working for you.
As for corpses: The interdimensional rift makes corpses desintegrate after lethal damage blabla [insert lore reason here]. The simple thing is: making those reinforcements farmable would be bad, like really bad for game balance. Cant make an enemy that is supposed to provide an additional challenge and then turn it into an endless loot fountain.
Also I had a mission with a riftkeeper throwing tons of enemies at me. Much to my disappointment they didn't leave bodies at the end of the battle. It was troop column ambush so all the bodies are recoverable. Also at the turn the baddies were summoned they were un-targetable by abilities. I don't remember if I could shoot them or not but if I wanted to heywire, suppress and perform other non-standard shots I couldn't choose them as target until my next turn.
You could still keep the "High Rank Priority" feature in but to choose a specific Operative to be called in, I guess using up one utility slot seems like a good price for that. Otherwise, you could have the transmitter be single use and buildable.
"I'm a genius."
-ALuX shortly before being murdered and reanimated by a giant floating eyeball
I have enough difficulity with the LW as it is without having my old arch nemeis returning
My custom fix of Sting grenades actually broke blue screen protocol for them. This update fixes this issue.
Also small balance adjustments:
- The Riftbeacon now costs 3 corpses on all difficulties
- Riftkeeper spawn slightly more often on non-timed missions
@Forest_noir thank you for your feedback. I will do a big playtest session tomorrow and will see. In general I dont want to restrict the rift ability (or it just becomes a big non threatening hp ball). I would rather nerf its stats somewhat or make the summons weaker. Also remember that you can blind/suppress it to prevent ability use.
"Riftkeeper" and "RiftkeeperMk2"?
@Kexx - How do you go about that, unlocking bosses for its rifts? I'd imagine you went through the missions.ini. Would you mind if you shared your custom values? The idea sounds fun. And maybe I can use them as a reference to tweak in my own preferences.
I suggest rebalance the summon ability. Such as 1 turn cooldown or a check system to activate summon when there lack of enemy around him.