XCOM 2
Raider Faction: Cult of Jariah
121 Comments
JM_Vegan Aug 28 @ 4:53am 
Yeah, very often the game hungs when spawning a zombie... still unresolved issue. Please, can you do something about it?
Rtma Eros Paragon Jul 31 @ 5:53am 
I don't know where to report this but I will mention it here since I saw it happened to them, I don't know what is causing this but I just had these guys activate on a invisible object in the left corner of the map and had them attempt to attack until i came along to get there attention, any idea what this is?
Slackboy101 Jun 18 @ 8:39pm 
They don't have Gauntlets and the Maruaders don't have Ripjacks, I'm running RPGO, i know it's an issue but can someone PLEASE tell me how to fix it?
ZJwh5S Apr 18 @ 6:42pm 
@RealityMachina

I will echo what other comments have said, because I'm experiencing the same thing.

There's a bug with spawning zombies and Overwatch. Game will just hang. Eventually if I wait like 10 minutes the hang will be cleared. Please look into this.

I already mentioned what I think about Incendiary Bombs + Lightning Reflexes on basic troops (although I misspoke-I meant "everytime you dont' kill a Cultist on player phase, not Overwatch/Cultist phase).

I also think Cultist pod sizes are too big (especially considering zombies can be raised as well) and reinforcements should not be every turn on Raider missions. I just completed a Recover Intel mission and the end mission report said it took 7 turns and my soldiers killed 60/83 enemies. I believe there were 37? or so enemies when I started the mission. The final 83 count is from initial enemies + psi zombies raised + reinforcements.
ZJwh5S Apr 13 @ 8:12pm 
I'm running Raider factions (Cultists, Phantoms, Marauders, Rogue XCOM) for the first time ever and Cultists are a bit overpowered imo. Incendiary Bomb spam + Lightning Reflexes is quite frustrating to deal with, especially when these abilities are on the basic troops (as opposed to rare/special troops). In particular, I'm playing with CI + PCP and on Ambush missions you're typically facing 8 Cultists with 1-3 soldiers after wiping the initial Advent dropped pod, and everytime you don't kill a Cultist on Overwatch phase, you're basically going to get fire bombed, which happens often due to low number of soldiers + Lightning Reflexes. Soldiers with Fortress and SPARKs can bait out the bombs, but I'd rather not have to rely on them to consistently clear ambushes without losing anybody.
RakkoHug~<3 Dec 19, 2024 @ 11:52pm 
Whenever Necromancer raises a unit who died from overwatch during AI turn the game has tendency to get stuck. X2visualizer is unable to clear the hang.
adlerstaat Nov 23, 2024 @ 2:08am 
weird thing. i get a cult incursion mission, but no cultists spawn in? its mostly just advent troopers. it does have a 'cultist activity' turn but it just focus the camera on my operatives.
silverleaf1 Sep 30, 2023 @ 4:01am 
In my campaigns these enemies often get blown up when still together by Advent forces.
♥ Chitai~ ♥ Apr 22, 2023 @ 6:26am 
Undying Will is kinda bugged because of the interaction. It's supposed to kill all nearby civilians and raise them as Zombies at a 100% chance upon the Necromancer's death. But since the unit maintaining the zombies is dead, the Psi Zombies also die shortly after being raised.
Goneja Mar 16, 2023 @ 9:57am 
Sometimes when psi zombie appears, game can get stuck (for good)
freelancer Sep 3, 2022 @ 4:25am 
Установил этот мод. Противники не совершают никаких действий, я просто их стреляю ка в тире
Darkeng Aug 20, 2022 @ 1:52pm 
Honeslty, out of 5 other raider factions - this one is most annoying to deal with. Not only they come with ability to create psi-zombies (which is on its own it ok... but not literally all the time and on MY tern), but also quite literally bullet spounges and groups being SO FRICKING BIG. I can deal with rogue XCOM and their divercity, I can deal with glass cannon Phantom, I can deal with Marauders, but this guys? Yeah, its a bit too much
PandaFlame Feb 23, 2022 @ 10:27am 
gotta say, i'm really glad that the sustain was nerfed into the ground. although, I personally think that 5/10/15 is a bit too small, but it's fine since I can just edit the value myself through the ini.
aciel.samael Feb 21, 2022 @ 5:11pm 
A welcome update, was starting to reconsider keeping this one because the sustain interaction is kind of a chore to deal with, especially when you get a bunch of priests in the same mission. I do like that the cultist are a threat in that they just show up with firebombs and start throwing, but the necromancers really only need the reanimate ability to be huge threat.
Nitsah Jan 20, 2022 @ 11:48am 
They should have the auto raise aura only take effect during their turn only. Getting some weird interactions when they are killed in the aura and game hangs if the corpse is flung into a bottomless pit.
RadzteK Oct 23, 2021 @ 1:26am 
Can add restriction on sitrep so it wont spawn when mission has VIP??
Aks Oct 21, 2021 @ 8:37pm 
Russian Translation
Thanks for this cool mod! I made a translation into Russian. Please add it!

Русский перевод
Распаковать в папку локализации мода (...\steamapps\workshop\content\268500\1368626625\Localization)
https://drive.google.com/open?id=19w7rhRGezc4Ji_uRSBy_YvgeEOlafXrn&authuser=axaaaid%40gmail.com&usp=drive_fs
Speed demon Sep 19, 2021 @ 1:16pm 
I don't know if it's me, it seems more like a guaranteed that necromancers will raise zombies from the dead instead of a coin-flip.
4rrakis Aug 11, 2021 @ 10:17pm 
No, you can use them all together.
No Name Legion Aug 11, 2021 @ 3:43pm 
quick question - will there be any issues if i use more than one of your mods that add a new faction (as in this mod, raiders, rogue XCOM, whatever)
OverlordMGC Jul 27, 2021 @ 6:05pm 
Jariahs body rose as a psi-zombie after my SPARK units peppered her with plasma. Very ironic.
76561199074031991 Jul 18, 2021 @ 6:50am 
Can this module add a new feature like the Mocx team, which will use the Fulton Lose to take a mentally controlled or stunned robber soldier and turn him into our XCOM soldier?
M0NSTER Mar 27, 2021 @ 9:25pm 
So running this mod along with other faction mods and I noticed they all become apart of the same team. example Collectors will share the same faction as the cults turn. It never started doing this until my most recent campaign, anyone have any idea what might correct this so they are all separate factions again?
mk11 Mar 15, 2021 @ 10:10am 
Had the mission in the tunnels where you rescue an operative and once you contact them reinforcements start arriving. This sitrep was there. One of the cultists moved into near the VIP which activated him. This triggered two reinforcement groups to be shown incoming and then on my turn another was scheduled.

Had about 20 active enemies at once - good fun. Worked out okay with no losses.

I guess this is because the game treats the cultists as not quite enemies?
Feezec Feb 11, 2021 @ 9:03pm 
If I stun and Fulton a Raider Faction soldier (MOCX, Phantoms, Rogue XCOM, etc), do I get a reward? Do I recruit the captures soldier?
Dragon32 Nov 7, 2020 @ 2:25am 
@[501st] atlas
No worries, hopefully you know what to look for now with other mods.
Atlas Nov 7, 2020 @ 12:31am 
@dragon32 my bad lol im still new to modding
Dragon32 Nov 6, 2020 @ 10:25am 
@[501st] atlas
WotC. See the list of "Required Items" and "Required DLC" in the right-hand column?
Atlas Nov 6, 2020 @ 7:19am 
im sorry if this is a stupid question, but are the raider factions for WOTC or the base game?
DragonKingAbashī Oct 26, 2020 @ 11:53am 
@Dragon32 I forgot that Raider Faction Bases was the mod that gave you those missions. Guess I have had those mods installed for so long, I forgot what they did on their own. My mistake.

Thanks again, Dragon32!
Dragon32 Oct 26, 2020 @ 10:52am 
@13Crusader13(TWW2019Top8Winner)
I believe you are talking about the Data Retrieval mission added by "Raider Faction Bases". That's how that mission is designed: when you grab the package reinforcements will drop continuously until you evac.
Keep the Raider Faction mods and don't use that mod, the Raider enemies will continue to spawn as a SitRep in vanilla game missions but that new mission type will not appear.
DragonKingAbashī Oct 26, 2020 @ 9:38am 
@13Crusader13(TWW2019Top8Winner) Honestly, if you don't like how the mod works, you should remove it from your list. Yes, it is possible that case was a glitch, a mod conflict, or intended, but it was the modder's choice in having that. Ultimately, it is their choice in how the mod is designed and works on its own. You have to balance out the game yourself if you have a large mod list, especially if you include additional enemies or enhancements. Adding every enemy mod will land you in a world of hurt and that should be expected. That is the way of Xcom!

Don't take it the wrong way. Just giving you my advice. I've played with this and all of the raider mods and haven't had an issue with the way it was designed (minus the fact they don't scale well with certain toggle options).
Dragon32 Oct 3, 2020 @ 11:48am 
@Smee
Just had the same freeze proc.

I've had problems in the past removing an enemy mod mid-campaign. But these factions are added by SitRep so I think you should be OK; as long as you're not mid-mission or have someone performing a Covert Action specific to this faction.

I think what should happen is any missions already generated with this SitRep will be assigned another one.
Smee Oct 3, 2020 @ 2:39am 
can you remove this mod mid campaign? i keep getting the overwatch kill > aura of the dead > freeze problem
Jack Grey Jun 6, 2020 @ 9:39am 
@RealityMachina
sry for reposting. I just wanted to ask, if there is a way to configurate the appearance of your raider factions?
Jack Grey May 17, 2020 @ 9:05am 
Can I somehow change their appearance like with the MOCX mod?
DragonKingAbashī Apr 14, 2020 @ 1:19pm 
As long as you have the required mod and do not have anything that conflicts with this one, you should have none of the issues you specified. I have used this mod and other faction mods by Reality and besides the fact these units are unaffected by Beta Strike, they are well done. If you want to troll someone or the Xcom community, I would advise thinking twice about it! Most players know the truth about these mods and that they work. Posting that they don't and the modder sucks just makes you look bad. So, don't do it.
Shield Apr 14, 2020 @ 1:07pm 
One of the worst mod i ever seen.
It is filled with bugs and unbalanced shit missions. Your squad will spawn inside textures and such, enemies spawn in packs of 10 guys every turn.
Mod author, please delete this trash!
James Stone Mar 11, 2020 @ 1:16pm 
Just lost a mission because I assumed the Cultists would engage the Chosen, apparently not. How do the Raider factions interact with stuff like Rulers?
[CN]突击队队员 Jan 17, 2020 @ 6:29pm 
here is you need add in XcomGameDate.ini or the other NPC unit will VS player on same team

+ExcludeGameplayTags="SITREP_GOCIncursion"
+ExcludeGameplayTags="SITREP_ChaosIncursion"
+ExcludeGameplayTags="SITREP_FoundationIncursion"
+ExcludeGameplayTags="SITREP_HereticGethIncursion"
TOAST Dec 29, 2019 @ 1:45pm 
I was in August and had my first sitrep with these guys, they got mauled by an Archon Sentinel in 2 turns. A van exploded and all of these flimsy 3 hp humans died.
Ps: Fulton Harness will not recruit them, why are they even in the game? I wanted a full team of templars...
vipisti Jul 15, 2019 @ 2:35pm 
(Oh and I waited for a couple of minutes after the first freeze, nothing happened.)
vipisti Jul 15, 2019 @ 2:32pm 
It happened during the alien turn. Overwatch killed a cultist, he got resurrected, and then the alien turn stopped proceeding. And it was the first resurrection of the campaign, when Bradford used to say "no respect for the dead", but that didn't happened this time. I think the solution for me was this: I did not overwatch after reloading the last turn, then the first resurrection happened on my next turn, and then everything was fine. I haven't played much in the last month, so no further info.
lil rat Jul 10, 2019 @ 2:15pm 
Does the game completely freeze or does it just freeze for a few seconds for you guys?
vipisti Jun 15, 2019 @ 1:22pm 
I have the same problem.
Private Caboose Jun 13, 2019 @ 5:40pm 
My game freezes every time the necros try to create a zombie. Is there an easy fix? I like this mod and want to keep using it.
Nitsah Jun 2, 2019 @ 5:40am 
Third factions will kill them when inactive for what ever reason if they see them flanked. Speaking of AI is the game hard coded to only use explosives on xcom? The fanatics will literally just ignore grouped up advent of like 6 just to fire grenade two of my guys and bum rush towards them. Archon and MEC does the same thing.
DustDevil May 28, 2019 @ 10:49am 
> Been playing with them for about 300 hours and that has never happened to me.

Happened to me yesterday. The only thing I can think of that might have triggered the conflict is the MORE SITREPS mod, since it happened in a rescue expedition Lost map.
Cato May 28, 2019 @ 9:09am 
Been playing with them for about 300 hours and that has never happened to me.

Perhaps an AI conflict? For example I've only just started Yellow Alert so it will be interesting to see if that happens to me.
DustDevil May 27, 2019 @ 6:12pm 
I think a found a bug, the cultists are able to activate and outright kill inactive VIPs