XCOM 2
A Requiem For Man: Gameplay Mutators
155 Comments
Soul Jun 24 @ 6:45pm 
Shield Deployment need a serious look at to remove it givin shields to spawning stuff
Like,an enemy summon more enemies? Bam they get shields
Reinforcements? Bam,shields
I'm doing a "rescue operative" in subway and the mission straight up become unplayable since it drop reinforcement every turn (8 enemies) and they ALL get a shield
Gonna remove that sitrep for now,but I hope it get changed to just enemies on the map when mission start,theres hard,and bs like that lmao.
jat11241976 Jun 24 @ 7:07am 
For what it's worth, I like this mod and not knowing what God awful things are heading towards me. The second wave options are awesome! I couldn't imagine how much harder things get if this mod shipped with That Perilous Yearning on by default lol.
Taylem Jun 23 @ 8:56am 
Appreciate the effort put into the mod, but clear documentation on all functions is highly advisable. Saves everyone time; including the mod creator in having to answer the same questions constantly. Consider expanding available documentation to cover all settings brought forth by this mod. Be very awesome of you.
ReshiKillim  [author] Jun 17 @ 10:13pm 
If you're asking about a Pseudo-Wiki in regards to second wave options, if using the UFOPedia mod, it'll generate some informational entries about some of the mechanics in the Embraced Endings second wave option's traits, in that mod's informational section of its own internal pseudo-wiki.

However, that has absolutely nothing to do at all with the That Perilous Yearning second wave option at all.

If you're asking about the That Perilous Yearning second wave option, none of the information relevant to this second wave option is present in another mod. And, the second wave option is deliberately marked with a warning suggesting to Not Enable It , as it modifies the vast majority of pre-existing mechanics in the game, and introduces a vast assortment of new mechanics and modifications as well.

If someone enables it despite the warning label and does not enjoy the result, that's on them. There ain't no whistle blowing, it's entirely their own fault.
LightenedDark Jun 17 @ 3:24pm 
Okay so apparently googling to find WHICH mod was adding the extra features found here showed nothing except showing me my own old comment purposely listing the actual second wave options (that's past me!). "That perilous Yearning" would sure suck to ruin a new because something like +1000damage to all enemies snuck in without knowing which mod it comes from and then spending hours doing a binary search through 750 heavily curated, mechanical gameplay mods.

The mod author says that there's some information inside another, NOT linked mod that's a third of a gig! That's a LOT of googling/downloading/drive space/testing a to just say: 'all it does is add about 50 mutators that you get to choose between. Sort of like dark events? Don't know, but if it does, I guess I'll blow the whistle.
BusyBard Jun 12 @ 5:10pm 
Ok, I'll blame Odd for it. Thanks!
ReshiKillim  [author] Jun 7 @ 12:20pm 
@BusyBard You probably have the Spooky Scary Sectopods mod installed. This mod does not add Gunships or make that happen.
BusyBard Jun 4 @ 5:46pm 
Are gunships supposed to fire their BFG after a single XCOM action (not using the special reaction move after being attacked)? Tool tip says it fires after a turn?
Amikcze May 23 @ 3:10am 
Thank you so much, i am dumb :D
ReshiKillim  [author] May 22 @ 10:51pm 
@Amikcze Yes. You simply used the wrong name. The internal name of the darkevent is ARFMDE_GrandEmbargo
Amikcze May 20 @ 11:24am 
Can I somehow remove Grand Embargo using console commnad? i tried to disable it using ; in XComARFM_DE_Config ini file and in XcomGameData, but it's still here. Or is there another way to remove it? I am in 50h campaign and have it for like 90 ingame days, it pisses me off.
I also tried in console DeactivateDarkEvent DarkEventNameGRANDEMBARGO, but still nothing. Please help
Don Dònte May 14 @ 4:10am 
Is there a document/something that details what each second wave option does?
Especially for a Merciless Alteration, a Gentle Requiem, Embraced Endings and That Perilous Yearning?
표백된고양이 May 12 @ 3:36am 
That's nice because now I look for best combination of AHW and ARFM on my tedjam env
ReshiKillim  [author] May 11 @ 5:35pm 
That Perilous Yearning will work just fine with it, and pretty much anything else.
표백된고양이 May 11 @ 3:49pm 
Is it safe use Perilous Yearning with A Harder War : Chosen Pack? I think it can't run with AHA things if I enable Perilous Yearning.
ReshiKillim  [author] May 11 @ 11:54am 
@Sacred Coil There isn't a per-trait configuration method, no.

As for how to disable a dark event- Use the RemoveDarkEvent console command
Sacred Coil May 10 @ 6:54pm 
Is there a way to disable some of the traits in the config? Don't get me wrong, they're a great gameplay twist, but the Knock is a bit OTT.
RambelZambel May 5 @ 2:00pm 
you have to remove/disable the event with set an ; before +SitReps to ;+SitReps in the xcomgamedata.ini,
imevok May 5 @ 9:46am 
how to disable GRAND EMBARGO dark event, i set +REQUIEMDARKEVENT_GRANDEMBARGO_MAXDAYS=2 and +CANACTIVATE_REQUIEMDARKEVENT_GRANDEMBARGO=false in XComARFM_DE_Config.ini,but still cannot use grenade and missles
ReshiKillim  [author] Apr 24 @ 1:15am 
@Tinywhitecat The game mode is still in development and technically in an incomplete state, a lot more features yet to come! But am glad you're enjoying it.
tinywhitecat Apr 23 @ 4:57pm 
Running with Perilous Yearning - It's a bit unfortunate that the Chosen UI can't display more than 6 strengths. Warlock is up to 8 or 9 now with the capstone and ascension. Maybe it's possible to see it in their status effects on a mission? I haven't checked that.
TPY is so fantastic that I'm surprised it's not being sold as like a 'core feature' of this mod
RambelZambel Apr 5 @ 2:22pm 
dont know if its intended, "the thirst" is stacking every round/turn up to 3 times (so far) adds even an additonal icon everytime, does damage even when you miss(4dmg with 3 stacks, what removed one stack), i did 12 damage without crit with a conventional vector rifle on a hit
Stukov81-T.TV Apr 4 @ 8:24am 
yes it uses any class template that exists
RambelZambel Apr 4 @ 4:35am 
veteran soldiers option ignores and activates with "Disable Any Class Redux" disabled modclasses
Dęąth Viper Mar 11 @ 9:23am 
The yearning is real guys. I feel it kreeping in.
RhodeXLX Jan 31 @ 3:59am 
Will you ever tell us the secret to what That Perilous Yearning does? <3
Vivi Jan 21 @ 1:42am 
Thank you for the update!
Boisegangpc Jan 6 @ 5:38pm 
I keep getting the same Dark Events with Darkest Dawn enabled (Psionic Thorns and Bulwark of Faith). I assume I'm just getting unlucky here because 3 campaigns in a row have had this and I've not seen any other Darkest Dawn Dark Events.
evil-wabbit Dec 31, 2024 @ 3:53am 
@ReshiKillim - FYI, the deflection threshold values are reversed in your code. I confirmed this by adjusting values up and down while using mag weapons and seeing if I could actually hit the assassin or not. When I set the +ARFM_DE_ImmortalMonstersMagDeflectThreshold=XX value to 1, then 0, every shot was deflected. When setting it to 100 every shot hit.
This setting is in the XComARFM_DE_Config.ini file.

I updated the values to 50 for conventional, and 80 for mag, then changed the text higher than XX to LESS than XX .
silverleaf1 Oct 30, 2024 @ 2:13am 
@Reshi - Does the three permanent dark events option include dark events that come with the game and ones added by other mods?
silverleaf1 Oct 28, 2024 @ 7:30am 
@ReshiKillem - Engines of the Requiem dark events refer to Gatekeepers & Sectopods. Requiem includes enemies similar to both. Are they covered by these events?
ReshiKillim  [author] Oct 27, 2024 @ 6:45pm 
@silverleaf The dark event combinations valid for Darkest Dawns are pre-curated to be winnable, though brutal.
silverleaf1 Oct 27, 2024 @ 12:17pm 
@ReshiKillem Does the option to start the game with three permanent dark events include all dark events added by this mod?
Morflight Oct 12, 2024 @ 2:58pm 
Are there configuration options for Second Wave options ?

I would love to tweak Veteran Crew to enforce a set number of promoted units as well as managing their debuffs
TheSailingRobin Oct 3, 2024 @ 8:33am 
Hey, the High Risk High Reward Sit-Rep doesn't seem to work. No explosives are spawning, and every loot crates scattered across the map are empty. It doesn't even open a loot window, it just doesn't do anything. Any idea what might be the issue here?
grey.wolf.c Sep 4, 2024 @ 12:04pm 
ah, found the following instruction downthread:
@sidslang Yes. In the XComGameData.ini of the mod, comment out this line

+SitReps="ARFMDESitrep_ChryssalidPlanet"

Hopefully comment character is ";"
grey.wolf.c Sep 4, 2024 @ 11:58am 
Hi, is there a way to disable a sitrep mid-campaign? I am not fond of Shield Deployment (it has been showing up all too often, with outsized impact, but really the fight with a chosen and a mocx team all with shields was the tipping point to just be done with it)
Oddball_E8 Aug 25, 2024 @ 1:43am 
@Stukov81-T.TV: That doesn't seem to fix it for me. Currently stuck in a "kill enemy general" mission, with lost and heavy fog.

All enemy units spot and shoot me from way further than I can see.
Worgan_Freeman Aug 24, 2024 @ 11:21am 
I think the "Infested Planet" SITREP might have been the worst mission experience I've ever had. Combined with the Lost, I had 40 Chrysalids on my screen with constant waves of 9 new spawning, which are immune to "Between the Eyes" which also have a slight dodge chance, which are ALSO spewing poison which spawns more cocoons which spawns more Chrysalids .... I can't even.
ReshiKillim  [author] Aug 10, 2024 @ 12:19pm 
@m.r.g.b.138 It will probably result in the campaign breaking, due to a large amount of content no longer existing when the game expects it to
m.r.g.b.138 Aug 10, 2024 @ 10:37am 
What happens if you remove this mid campaign?
Nox Vereor Aug 5, 2024 @ 6:50am 
Soulfire from "The Door" can be used on inorganic drones from LWOTC. Intended?
ironboy32 Aug 1, 2024 @ 11:21pm 
@ReshiKillim where can we find the full list of wounds and what they do? The descriptions do not give me sufficient information to plan around them
Turambar Jul 31, 2024 @ 3:05pm 
I got the negative trait "The Soul", and I don't have any idea what it does. Any help?
steamt Jul 30, 2024 @ 10:30am 
A heads up for players, Heavy Fog does not apply to the Advent
LeyShade Jul 18, 2024 @ 4:52am 
To prevent conflict with these two mods , please add the below to the XcomGame.ini file, as while redundant in most cases, some mod lists are encountering errors where the combination of these mods without the below is preventing the proper functioning of all the mods involved.

[ARFMDarkEvents CHDLCRunOrder]
+RunBefore=WOTCRandomGatecrasherLoadouts
+RunAfter=AutoPromotion
Soul Jul 15, 2024 @ 7:00pm 
it actually have 5
Veteran
Peacekeeper
Impermanent
Hostile
Darkest Dawn
They all colored so it help know they from the same mod
LightenedDark Jul 4, 2024 @ 4:57pm 
The description mentions 2, but this mod has 4. The other 2 are: Embraced Endings (Starting soldiers begin with either a Weakened Willpower or a wound or Requiem trait) and Impermanent Injury (Wound and Requiem Traits can be removed in the Infirmary)
Samurai_Shogun May 31, 2024 @ 4:15pm 
I noticed that the veteran crew second wave overrides the stats of custom starting character templates like: https://steamcommunity.com/sharedfiles/filedetails/?id=2961938793 and https://steamcommunity.com/sharedfiles/filedetails/?id=3109449921 , Can I suggest an exclusion list to prevent having custom character ststs being overriden?