XCOM 2
A Requiem For Man: The Requiem Legion
619 Comments
ReshiKillim  [author] 10 hours ago 
@Tally Not sure what settings you're using in your modlist, but normally, there's strict restrictions on when various things can spawn, and there's actually an easily configurable toolset in the mod that will let you control when things can spawn.
Tally 20 hours ago 
I think the mod should be changed where these special aliens can't show up before their basic versions. I haven't even seen more than 2-3 normal Vipers, no normal Andromedons or Sectopods either, it's all just Requiem enemies...
MeAMoose Jul 31 @ 4:30pm 
I can deal with these aliens well enough, but they target civilians way too often on Retaliation Missions. I lost too many civilians on turn 4; I'd only just finished clearing the first half of the map.

To be fair this might be an issue with resistance forces activating pods.
John Baron Jul 30 @ 11:08am 
Maybe i'm missing smth but for some reason The Legate just doesn't take dot dmg for me. it triggers crucible of light and does the the damaged animation but takes no dmg. (Is that a hardmode/perilous yearning thing or do i have mod conflict or smth) :csgoskull:
Tally Jul 29 @ 5:55am 
The mod itself is cool, but definitely not even intended to be balanced, lol. Second resistance mission in the game already comes with 3 Taipan-led squads in addition to an extra SITREP and a Chosen. I have literally seen less of the "normal" versions of enemies than the ones in this mod.
RakkoHug~<3 Jul 21 @ 6:34pm 
Oh Niven item can now be manufactured. Thank you Reshi :)
JugiBugi Jul 20 @ 12:50pm 
Edit: Lwotc + Ted Jam mod pack
And big thanks for all your hard work, amazing mods
JugiBugi Jul 20 @ 11:08am 
Hi, a possible bug report here: So a heavy mechtoid who has Unyielding Devotion was reducing my Templar's shard gauntlet melee damage due to holy warrior.
But the weird thing is that it was my Templar who had the holy warrior effect from my own advent priest (Petrock playable advent) and it seems somehow the game was thinking that the Heavy Mechtoid had the holy warrior effect when it didn't.
So to clarify: My own priest used holy warrior on my templar and now the templar's damage was reduced to almost nothing against the heavy mechtoid.
EvilBob22 Jul 15 @ 8:30am 
No, they are integrated into the Advent pods.
Kaybern Jul 15 @ 6:45am 
is this a raider faction?
Rtma Eros Paragon Jul 13 @ 4:39am 
@ReshiKillim experienced another bug to report, I am not sure if others are experiencing this but ultraheavy turret fire effects seem to be coming from another corner of the map then the direction which it fired upon you and hitting my unit, is that suppose to happen?
Rtma Eros Paragon Jul 13 @ 4:34am 
@RakkoHug~<3 I have regenerated my config files which seems to help but for requiem I hit a brick wall after the black site mission so I ended restarting on non hard mode, up until that point I managed but warden armour and pulse lasers were proving ineffective against that xcom 1 sectopod, I am using muton harriers/hunters/elite pack, purge priests, inquisitors, a better advent, bio division, frost legion, exalted/custodians, the hive, void weaver, ruler clones, I will say I am thoroughly enjoying these mixes.
RakkoHug~<3 Jul 9 @ 1:55am 
Rtma, I also use "Diverse Aliens By Force Level WOTC" as well, but getting a quite a good mix of pods. Have you tried installing other mod enemies, such as custodians, muton packs, and bio units?
Rtma Eros Paragon Jul 4 @ 4:53am 
How would I go about making a better mix with these weights? I am not sure how they work, I am using diverse aliens by force level, also a bug report about those shinanim firing off into nothing on their turns.
ReshiKillim  [author] Jul 1 @ 9:04am 
@Rtma This mod adds a very large number of units, so if you're running lite on enemy mods, that can happen if no adjustments to relative spawnweights are made
RakkoHug~<3 Jul 1 @ 5:06am 
In my case, I am still getting mixed groups in the late game. But I do have mod that changes pod composition and size so it may be due to the mod.
Rtma Eros Paragon Jul 1 @ 2:56am 
Are these units suppose to replace the majority of units in late game? cause that is was I am experiencing.
RakkoHug~<3 Jun 30 @ 11:56pm 
Oh now reading the description altar can indeed do that in a single turn. Was it changed recently?
RakkoHug~<3 Jun 30 @ 11:51pm 
Altar just managed to do AOE attack in one turn instead of charging up for three turns.
Tommy Jun 27 @ 10:31am 
@Soul thank you, maybe elirium, I have not unlocked elirium.
Soul Jun 26 @ 6:22am 
You need the armory mod and elirium unlocked or something
Tommy Jun 26 @ 2:52am 
Are there any prerequisites for an autopsy? I got a lot of corpses, but there are no research items for dissection.
andrews94 Jun 22 @ 9:33pm 
OK Rakkohug thanks for your help
RakkoHug~<3 Jun 22 @ 8:46pm 
Noticed that Mechapede can now be fultoned without game crash. When was the fix implemented?
RakkoHug~<3 Jun 22 @ 8:45pm 
Oh, here we go Andrew, it was mentioned on the patch note back in January:
"Moved the Legate's All For Her Cause Ability to be exclusive to Hard Mode, and made the radius of the ability configurable, due to issues of mod <> mod interactions."
andrews94 Jun 21 @ 8:41pm 
Rakkohug Do you know what the Legate ability is called as I could not find a way to turn it off thanks
andrews94 Jun 21 @ 8:14pm 
Rakkohug thanks I will check out the ini files and see if I can find it.
RakkoHug~<3 Jun 21 @ 7:50pm 
Reshi, mentioned this quite sometime ago but never got a response back: Is the armor from altar research suppose to use floater as manufacturing material? Shouldn't it use altar remains? Is this a bug?
RakkoHug~<3 Jun 21 @ 7:48pm 
Andrew, are you referring to the legate ability? The ability turns off when you take down the legate itself.
I believe Reshi mentioned several months ago that the Legate 1HP ability now has an ini file setting to turn it off if it is necessary.
Kaybern Jun 21 @ 1:36pm 
i wish this was a raider faction
andrews94 Jun 21 @ 1:46am 
I love this mod but one ability prevents me from using it, and that is when you do enough damage to kill a unit but it stays alive with 1hp {not stasis), is there any way to disable this? thanks
david.kahil1 Jun 19 @ 2:24am 
this is truly insane
MrShadow Jun 16 @ 7:48pm 
Reshi, if you get a chance, can you private message me? I would like to talk :)
ReshiKillim  [author] Jun 12 @ 9:37am 
@Rakkohug Feature, not a bug. It's even written in the F1 information, if you use YAF1.
Soul Jun 12 @ 7:24am 
Ngl with how bs some moves can be,I don't even think its a bug lmaooo
RakkoHug~<3 Jun 12 @ 7:08am 
BUG: Mechapede line AOE can by-pass shield points to directly damage the HP.
RakkoHug~<3 Jun 5 @ 5:45am 
BUG: Legate -> Stunned with Templar's Stun Strike -> Drops Mimic Beacon -> Legate moves toward Mimic Beacon despite being stunned, walking animation does not play the Legate gets "dragged" into new position.
Vitklim Jun 3 @ 3:40pm 
Any way to configure Altars in the settings to be less bullshit? Looking through the config files, I don't see any to do with Altars or Mechapedes, nor a way to edit the abilities those units have like some other mods allow you to.
RakkoHug~<3 Jun 3 @ 5:43am 
Is the Niven research item actually available for manufacturing?
Snicks May 31 @ 10:49am 
confirming the below, happens with similar abilities to holy warrior too
AWOL May 30 @ 11:39pm 
Found an edge case bug:

The perk that reduces the damage taken by a Leviathan Mechtoid when it is under the effect of Holy Warrior also applies to damage dealt to that mechtoid by an XCOM soldier that are under the effect of Holy Warrior.

For example, if an XCOM soldier is under the effect Holy Warrior from a Playable ADVENT Priest it causes that soldier's damage to Leviathan Mechtoids to be greatly reduced.
LeyShade May 28 @ 12:05am 
Requesting link to documentation on how new spawning system works, as current iteration since changes are not intuitive and are causing issues on FL100 saves.
RakkoHug~<3 May 27 @ 2:55pm 
BUG: Seraphim's reaction attack can hit Ranger with untouchable.
bidiguilo May 24 @ 2:53pm 
when i killed a seeker its corpse started ragdolling the floor and the enemy death camera never disappeared, softlocking my game until i loaded a save (and the same thing happened again)
EvilBob22 May 19 @ 1:20pm 
Medikit.
Tommy May 19 @ 3:01am 
How to remove Corrosion speedily?
RakkoHug~<3 May 16 @ 3:50pm 
But Grenadier indeed lacked all explosives including the heavy weapon.
RakkoHug~<3 May 16 @ 3:24pm 
Hm... I will go ahead investigate further, Snicks. Thank you very much
Daddy Kaneki May 15 @ 8:57pm 
I enjoy the Scrin Mothership sound effects for the Altar, lmao
Daddy Kaneki May 15 @ 1:48am 
Disregard previous comment. Had a chat with Stukov and he explained the mechanic to me. I was under the impression that any unit hit a certain number of times by a Corrosive attack throughout the campaign was going to die no matter what, but the actual implementation of the effect is a lot more fair than that.