XCOM 2
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A Requiem For Man: The Requiem Legion
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977.434 MB
24. sep. 2022 kl. 16.18
5. mai kl. 1.34
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A Requiem For Man: The Requiem Legion

I 1 samling av ReshiKillim
Reshi's Requiem (And other Reshi stuff)
17 gjenstander
Beskrivelse
The Requiem Begins Anew

This mod brings back a significantly expanded and enhanced roster of Aliens originally from the old A Requiem For Man mod, as well as improvements on mechanics and designs in it, which unfortunately suffered from a number of major compatibility issues. Issues which are not present in this mod. Please note that all the fancy loot and items will be in a separate companion mod, this is purely an enemies mod.

The Requiem Armory! Please note that if The Requiem Armory is not in use, Enemies from The Requiem Legion WILL NOT drop ANY LOOT, unless manually configured to do so.

Configurable Dual-System Enemy Progression

Contains a secondary spawning control system for the player for the disgusting Aliens introduced by this mod, allowing for a much more easily balanced experience. Enemies be can be controlled with a combination of Research Progression Requirements and Campaign AKA Golden Path Requirements, rather than simply appearing whenever the Force Level system says it's time, which can be a fair bit less than consistent over different modlists.

This system is Configured in the XComRequiemLegionSpawningRulesets ini file. MCM Support for this feature, is unfortunately, not possible as it can only be configured while the game is not running.

Introducing The Requiem Legion

The Dreaded Taipans arrive, and they are joined by multiple Murderous Mechtoids, a quartet of Astonishing Archons, A Trio of the Amazing Andromelids, and even more horrors! Let the cannons sing, and set forth to meet them in glorious battle!

Not for the faint of heart. Pain is included. The Mod Author denies all responsibility for horrendous squad wipes, dead soldiers being corpse launched into space, and disastrous shenanigans on the battlefield.

Compatible with Long War of The Chosen

And pretty much every other mod that I've tried it with, which is a lot. No real incompatibilities that I'm aware of, aside from the old classic version of ARFM.

Recommended but Not Required Mod
Gotcha Again Redux - Allows the UI to process special World Effects, allowing the Tile Indicator to properly warn of new environmental hazards.

Credits

Claus for being an awesome muse and having inspired a great deal of the content in this mod, some of whom's assets were also modified and incorporated into this mod.

Hulk for some epic contributions in assisting in the creation of custom assets for this mod.

Kexx for the lovely Archon Valkyrie Model, which was further modified by me.

Pavonis Interactive for the Long War Chryssalid Model, which was further modified by me.

The gorgeous Animations used for the Taipans are from Mr Danger Dude's Viper Animations Repository, all credit for these lovely anims belongs to him!

A special Thanks to RustyDios and NeIVIesis for allowing me to make special variants of their Target Icons for use in this mod!

The Mighty DeaconIvory for some lovely screenshots used as preview images.

NOTE: This Mod, and its Companion, though mostly finished, are still in A WIP State. Significant changes and QOL, such as new enemy types may still occur.
Populære diskusjoner Vis alle (4)
10
15. apr. 2024 kl. 2.49
Futher Plans
45fg45
6
4. sep. 2024 kl. 10.04
Any way to disable some abilities?
Hayaji
2
28. jan. kl. 6.32
Difficulty is way through the roof
johanas.azzaid
558 kommentarer
solvius90 24. apr. kl. 10.56 
First of all - great, titanic work. Bravo.
But. I don't like some enemies. Question: how to remove them? In the configs? Which lines are responsible for spawning?
ReshiKillim  [skaper] 22. apr. kl. 8.15 
This mod's Second Wave Options can't be switched midgame, unfortunately..
Ok. 22. apr. kl. 4.14 
Is there a way to disable the gentle requiem mid-campaign or does it always require a restart?
Dio Brando 13. apr. kl. 2.41 
I am curious are there console commands to get requeim cores and requiem essence?
BlackAsher 12. apr. kl. 18.54 
Also is there a way to disable dominance reactions mid-campaign?
BlackAsher 12. apr. kl. 18.03 
Right, so the muton fantassins are appearing in mass right when mecs are being introduced, way before the normal mutons appear. They are more deadly that the standard muton and are consistently 1-shotting my troops through full cover, even if they're flashbanged. Is this the intended behaviour or is something wigging out in my modllist?
RakkoHug~<3 26. mars kl. 19.11 
BUG: Mechtoid applies Corruption on reaction fire against missed target with "Lightning reflex" ability.
EvilBob22 25. mars kl. 8.57 
Whoops, my mistake, you are right. The Muton gives a standard Muton, it's most (all?) of the rest that give special corpses.
Rodonies 25. mars kl. 4.51 
@evilbob22 ... you're right, I downloaded the collection, came across this issue while playing and since I didn't know which mod added that enemy, I went on a searching spree in the files and briefly looked at this description for a list of enemies without fully reading it, that's my bad.

As for the corpses being the special ones and not normal muton corpses, the Requiem Armory mod has a definition for AHWMutonMagna_BaseLoot that gives a CorpseMuton, which is the OG muton right? Am I misreading this?
EvilBob22 24. mars kl. 17.07 
Cross posted....

Looks like you found Requiem Armory. By the way, the corpses are not Muton corpses, they are special Fantassin corpses.