XCOM 2
A Requiem For Man: The Requiem Legion
580 Comments
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.
Daddy Kaneki May 15 @ 12:52am 
Is there a way to disable/remove Corrosion in an ongoing save? Someone suggested that there might be a Second Wave option for it but I installed the mod mid-playthrough.

I enjoy the mod a lot, and it adds challenge that I felt was missing from the mid and late game, but I take issue with the Corrosion mechanic. I don't personally mind mechanics like this as long as they can be removed by some kind of other in game mechanic (covert actions, Infirmary, etc.)

Is there something in the config file I can change, or a console command to remove Corrosion from a unit?
Daddy Kaneki May 14 @ 12:27pm 
Thank you Reshi ♥
ReshiKillim  [author] May 14 @ 12:23pm 
Mmm, should be safe to install mid play? But not safe to remove mid play. But I'd keep a backup save from pre-addition just in case there's any unexpected bad interaction with your modlist with a mid-campaign install..
Daddy Kaneki May 14 @ 12:18pm 
Oh okay thank you. I appreciate the very rapid response.

Is it safe to install mid playthrough?
ReshiKillim  [author] May 14 @ 12:02pm 
The instakill mechanic is not part of standard play, but instead a part of the increased difficulty toggles AKA A Merciless Alteration/That Perilous Yearning.
Daddy Kaneki May 14 @ 11:50am 
Is it possible to disable the Mechapede? I'm not a fan of instakill mechanics

Also, is this safe to install mid-playthrough? I'm currently having way too easy of a time in the mid/lategame
Snicks May 12 @ 11:40am 
@rakko just to make sure, they didn't have any heavy weapons, or detonate a body the grenadier was standing on?
RakkoHug~<3 May 11 @ 10:32pm 
BUG: Psi turret's "Fuse" ability is capable of detonating Grenadier with NO explosives remaining.
b9thirty99 May 9 @ 3:48pm 
This mod kicks ass...in a good way. Amazing work, thank you!
EvilBob22 May 7 @ 11:35am 
Not sure what you mean by "Requiem thingy", but if you want stuff to drop, you need the Requiem Armory mod (see the first link in the description).
Lovecraft May 7 @ 10:39am 
How do I get the requiem thingy to drop? I added this mod after researching everything, it still hasn't dropped. Is there something wrong or is this thing a rare drop? I'm confused
solvius90 Apr 24 @ 10:56am 
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  [author] Apr 22 @ 8:15am 
This mod's Second Wave Options can't be switched midgame, unfortunately..
Ok. Apr 22 @ 4:14am 
Is there a way to disable the gentle requiem mid-campaign or does it always require a restart?
Dio Brando Apr 13 @ 2:41am 
I am curious are there console commands to get requeim cores and requiem essence?
BlackAsher Apr 12 @ 6:54pm 
Also is there a way to disable dominance reactions mid-campaign?
BlackAsher Apr 12 @ 6:03pm 
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 Mar 26 @ 7:11pm 
BUG: Mechtoid applies Corruption on reaction fire against missed target with "Lightning reflex" ability.
EvilBob22 Mar 25 @ 8:57am 
Whoops, my mistake, you are right. The Muton gives a standard Muton, it's most (all?) of the rest that give special corpses.
Rodonies Mar 25 @ 4:51am 
@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 Mar 24 @ 5:07pm 
Cross posted....

Looks like you found Requiem Armory. By the way, the corpses are not Muton corpses, they are special Fantassin corpses.
EvilBob22 Mar 24 @ 5:05pm 
Yep, that is intended, this mod does not have any loot. See the first paragraph in the description here, there is a link to Requiem Armory, which has full loot drops including corpses (and things to do with those corpses). Stainless Dreams is a halfway mod, Requiem units drop loot, but not everything in Requiem Armory (and no corpses).
Rodonies Mar 24 @ 5:05pm 
Third followup:

Found out that the Requiem Armory mod has the definition that gives a corpse:

+LootTables = ( TableName = "AHWMutonMagna_BaseLoot", \\
Loots[0]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="CorpseMuton", RollGroup=1), \\
Loots[1]=(Chance=95,MinCount=3,MaxCount=7,TemplateName="ARFMRequiemEssence", RollGroup=2), \\
Loots[2]=(Chance=5,MinCount=1,MaxCount=1,TemplateName="EleriumCore", RollGroup=2))

Was the corpse drop forgotten from stainless dreams mod? Anyway, sorry for spamming the comments rather than making a thread. Didn't know I would end up posting 3 comments
Rodonies Mar 24 @ 4:58pm 
Followup: managed to find the loottable for AHWMutonMagna, seems like the corpse is missing. Don't know if that is intetnional or not?

; FANTASSIN
+LootTables = ( TableName = "AHWMutonMagna_BaseLoot", \\
Loots[0]=(Chance=100,MinCount=5,MaxCount=5,TemplateName="Supplies", RollGroup=1), \\
Loots[1]=(Chance=100,MinCount=3,MaxCount=6,TemplateName="EleriumDust", RollGroup=2), \\
Loots[2]=(Chance=5,MinCount=1,MaxCount=1,TemplateName="EleriumCore", RollGroup=3))

However: this loot table definition is not available under this mod. it is actually from another mod which is Stainless Dreams https://steamcommunity.com/workshop/filedetails/?id=3267041806

Seems like an oversight? The mod I am writing this comment on does not define a X2LootTableManager anywhere
Rodonies Mar 24 @ 4:31pm 
Is it normal that special Mutons don't give a body in missions? I just killed what I believe to be a AHWMutonMagna (Muton Fantassin). Did some digging in the source code and found that the OG xcom's Muton template gets created with this:

Loot.ForceLevel=0;
Loot.LootTableName='Muton_BaseLoot';
CharTemplate.Loot.LootReferences.AddItem(Loot);

And the AHWMutonMagna's template has this:

Loot.ForceLevel=0;
Loot.LootTableName='AHWMutonMagna_BaseLoot';
CharTemplate.Loot.LootReferences.AddItem(Loot);

I don't exactly know if this BaseLoot is the loot that gives the corpse, but at the end of my mission I received all the corpses from the mission, except this special Muton. Is that a bug or intended?
sunnyy_Immortal Mar 24 @ 9:46am 
Can i add this mod mid campaign LWOTC?
Hyakkoudoggo Mar 24 @ 8:40am 
btw , not doing liberations(until you complete lib4) while Golden Requiem turned on doesnt not spawn 90% of the beastiary

making Sabotage facilities empty
Snicks Mar 23 @ 4:05am 
It did say *endless* hate
SeraphBlade2010 Mar 23 @ 3:23am 
A found a bug with another mods abilities:
When using the phalanx class mod with the ability intimidate and encounter a requiem enemy with endless hate, it softlocks until the phalanx soldier is dead because the initimidate and the endless hate loop when standing besides each other.
Just a heads up for everyone that uses both those mods.
Snicks Mar 21 @ 2:37pm 
Taipans and Mutons spawn too early, though I admit I am not completely sure if that's a mod conflict or not. Other than that, very challenging, but as someone who actually likes Alien Hunters it's been fun in my game so far.
ReshiKillim  [author] Mar 6 @ 11:11pm 
@RakkoHug Those are hardmode exclusive mechanics.
quail Mar 5 @ 8:04am 
I've never gotten squad wiped so many times
RakkoHug~<3 Mar 4 @ 7:02pm 
Also Mechapede's ability to instantly kill units not in cover is rather problematic, since Mechapede attacks three times: First attack destroys cover, then second attack does guarantied kill shot. This can be done at squadsight range without recourse. Tanks does not work anymore since out of cover instant kill mechanics disregards any armor or shielding.
RakkoHug~<3 Mar 4 @ 6:34pm 
It seems that Mechapede's immunity from Squadsight attacks is also applying to explosive as well. Just feels that it does not make any logical sense. :(
Icarus IV Mar 1 @ 11:31pm 
@Gary, grimy's loot is great but mostly obsolete by now. Maybe try some alternatives? I think tesla rage "s loot mod is good for it
FunLovinGuy Mar 1 @ 10:25pm 
Is there a way I can edit the config to not have the requiem units spawn in place of Advent Generals in the “Hunt the General” missions?
ReshiKillim  [author] Mar 1 @ 12:06pm 
@Gary That's a symptom of some kind of mod conflict in your modlist. Not something within the boundaries of this mod
G A R Y Feb 27 @ 11:52pm 
Found problem with framerates. It seems that Grimmys' Loot mod affects your mod somehow . Maybe is there some config options that I could try?
Icarus IV Feb 25 @ 3:59am 
This mod is fucked in lwotc. I'm getting lots of them damn snakes and floaters real early. And that goddamn mechapede killed a spark in one shot! Fuck that guy so much.
As I'm playing a nonlowtc game, the difference is so damn obvious. I'm gathering resources for t3 gear and only now am I seeing the legion in large numbers.

In other words, great mod