XCOM 2
A Requiem For Man: The Requiem Legion
634 Comments
Oniwabanshu Aug 19 @ 1:14pm 
@ Penril one never knows given their cryptic patch notes.
Penril Aug 19 @ 5:44am 
I assume it is intended, since the ability localization also changed.
Oniwabanshu Aug 18 @ 8:03pm 
@ Penril I was about to post that the crucible of light was broken, i guess it was intended then.
Penril Aug 17 @ 11:03am 
Just noticed there was an update. I loaded a save from yesterday (I rage quit after trying several times to kill a Legate) and saw the change to Crucible of Light. Great change imho.

I firmly believe that no mod-enemy should be stronger than Avatars or Chosen (Ethereals being the only exception). So I welcome the Legate nerf. Still challenging, but not nearly as OP as before. Amazing job!
cmailco Aug 15 @ 1:29am 
Just ran into my second Legate of the campaign. Around 44 hp, 8 ablative. Luckily a small pod of 4 total. Took the other three out, stunned the Legate. Damage mitigation is insane on these guys. No idea how they do against psi abilities, as everything was physical damage with this squad.. but hitting for 3-4 hp makes for a rough time. Stun duration is not turns, but actions, and yes.. two of my squad were hit with req corrosion while the Legate was stunned.

Insult to injury, he had ~6 hp by the end of the turn. Healed 6, then got another 11 or so when 2 more aliens showed up. The Electrician class does well against it.. arc blaster attacks do more damage than plasma cannons and vektor rifles. One insane beast... but finally got it down in near the end of the 2nd turn. Haven't encountered one of these in a large pod activation yet.. like say, holed up with a base general. I don't even want to imagine that scenario...
AWOL Aug 14 @ 11:08pm 
To clarify, my campaign does not have That Perilous Yearning enabled and the current force level is 37.

Legates can show up on Very Light (12 enemy) Ambush Troop Column missions.
AWOL Aug 14 @ 10:44pm 
The new Legate is a buggy broken mess. (Part 2)

The 'The Crucible Of Light' ability reduces all damage taken by 90% so Legates have 500 effective HP. With the bugged 'A Fissive Orison' ability Legates are effectively immortal in LWOTC unless you stack an insane Master Sergeant squad that can do 500 HP damage in a single turn or can crit literally every shot since crit damage bypasses the damage reduction effect. This is an average of 50 damage per soldier minus crit damage in a full 10-soldier squad. In a single turn.

Armor pierce is useless as a way to overcome the damage reduction. The 'bonus' caps out at 3 armor pierce which for a plasma rifle means it 'only' has its damage reduced by 63%.

The previous version of the Legate was a fun and engaging enemy but the new one is an immediate kill on sight with a console command.
AWOL Aug 14 @ 10:39pm 
The new Legate is a buggy broken mess. (Part 1)

Legates can take a Magna's Supremacy action even while stunned. The Legate does not perform any animations when this happens and will appear in the 'stunned' pose. The 'Stunned' flyover showing how many turns the Legate is stunned for is also wrong if more than one source of stun is stacked. After applying a non-damaging stun the flyover showed 8 actions of stun left while the F1 UI showed 6. The F1 UI was the correct value.

The Legate perk 'A Fissive Orison' causes all damage received during the enemy turn to be healed at the beginning of the unit's turn. This also applies to the MEC Trooper or SPARK using a Syu'Quez Dominance Cannon. The unit is effectively immortal unless killed in a single turn.
MCMel Aug 14 @ 3:03am 
@Spartan. I have the same problem. A Discord user theorized that the passive effects of your soldiers drop off (e.g., the HP you got from your armour or Shadow that keeps your soldier concealed). The mod developer is informed and wants to investigate the issue. From my testing, only missions with legate are affected
Spartan. Aug 14 @ 2:13am 
@Tally Hey! I ran into the same problem. I beat the Legate before in my previous WOTC campaigns. It was challenging but felt fair enough.

Now I'm running the mod with LWOTC and it feels like its abilities are bug. My shinobi got instant kill out of nowhere even though they were still in concealment. All soldier's armor and health just vanish when running into it. And just like you said, weapon just does like 1 -2 damage.
I finally resort to using console command KillAllAIs and somehow that still couldn't kill it.
Tally Aug 12 @ 11:53am 
Can someone give advice on how it's even possible to beat Legates? It doesn't matter if I freeze them when the pod is inactive, they still have Crucible of Light and only ever take 1-2 damage from all of my attacks, then heal at the end of the turn. They also have the "All For Her Cause" ability even though I am NOT on hard mode.

It also appears that they cannot be stunned, because I've tried countless times across missions and not a single attempt has worked.
Bonnard Aug 12 @ 11:30am 
Just thank you for your work
樱风今天吃什么 Aug 12 @ 11:29am 
Is there a way to disable corrosion buildup outside of combat? It's kinda annoying to me.
Highwayman300 Aug 6 @ 9:50am 
The new Legate's Crucible of Light ability tends to bug out a lot resulting on it not taking damage from most sources. Making a save and reloading tends to fix it, but seemingly not always.
Tally Aug 2 @ 5:29am 
@ReshiKillim Oh, is that so? I wonder if ABA is somehow messing with this mod, then. I'll try to make use of the toolset you've mentioned, thank you!
ReshiKillim  [author] Aug 1 @ 6:21pm 
@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 Aug 1 @ 8:17am 
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