XCOM 2
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A Requiem For Man: The Requiem Legion
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985.594 MB
24 sep 2022 om 16:18
6 dec om 18:39
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A Requiem For Man: The Requiem Legion

In 2 verzamelingen van ReshiKillim
Reshi's Requiem (And other Reshi stuff)
17 items
A Requiem For Tedjam - The Official Beyond Legendary Collection
307 items
Omschrijving
The Requiem Begins Anew

This mod brings back a significantly expanded and enhanced roster of Aliens originally from the old A Requiem For Man mod, as well as improvements on mechanics and designs in it, which unfortunately suffered from a number of major compatibility issues. Issues which are not present in this mod. Please note that all the fancy loot and items will be in a separate companion mod, this is purely an enemies mod.

The Requiem Armory! Please note that if The Requiem Armory is not in use, Enemies from The Requiem Legion WILL NOT drop ANY LOOT, unless manually configured to do so.

Configurable Dual-System Enemy Progression

Contains a secondary spawning control system for the player for the disgusting Aliens introduced by this mod, allowing for a much more easily balanced experience. Enemies be can be controlled with a combination of Research Progression Requirements and Campaign AKA Golden Path Requirements, rather than simply appearing whenever the Force Level system says it's time, which can be a fair bit less than consistent over different modlists.

This system is Configured in the XComRequiemLegionSpawningRulesets ini file. MCM Support for this feature, is unfortunately, not possible as it can only be configured while the game is not running.

Introducing The Requiem Legion

The Dreaded Taipans arrive, and they are joined by multiple Murderous Mechtoids, a quartet of Astonishing Archons, A Trio of the Amazing Andromelids, and even more horrors! Let the cannons sing, and set forth to meet them in glorious battle!

Not for the faint of heart. Pain is included. The Mod Author denies all responsibility for horrendous squad wipes, dead soldiers being corpse launched into space, and disastrous shenanigans on the battlefield.

Compatible with Long War of The Chosen

And pretty much every other mod that I've tried it with, which is a lot. No real incompatibilities that I'm aware of, aside from the old classic version of ARFM.

Recommended but Not Required Mod
Gotcha Again Redux - Allows the UI to process special World Effects, allowing the Tile Indicator to properly warn of new environmental hazards.

Credits

Claus for being an awesome muse and having inspired a great deal of the content in this mod, some of whom's assets were also modified and incorporated into this mod.

Hulk for some epic contributions in assisting in the creation of custom assets for this mod.

Kexx for the lovely Archon Valkyrie Model, which was further modified by me.

Pavonis Interactive for the Long War Chryssalid Model, which was further modified by me.

The gorgeous Animations used for the Taipans are from Mr Danger Dude's Viper Animations Repository, all credit for these lovely anims belongs to him!

A special Thanks to RustyDios and NeIVIesis for allowing me to make special variants of their Target Icons for use in this mod!

The Mighty DeaconIvory for some lovely screenshots used as preview images.

NOTE: This Mod, and its Companion, though mostly finished, are still in A WIP State. Significant changes and QOL, such as new enemy types may still occur.
Populaire discussies Alles weergeven (5)
5
14 okt om 19:56
Difficulty is way through the roof
johanas.azzaid
10
15 apr 2024 om 2:49
Futher Plans
45fg45
2
30 aug om 22:41
简体中文翻译 Simple Chinese Translation
Tommy
703 opmerkingen
ReshiKillim  [auteur] 7 dec om 20:57 
@AdaChanDesu Should have no relation
AdaChanDesu 7 dec om 16:50 
Don't know if it's just a coincidence, but I started crashing a lot on mission start/finish after the recent update (the one without a changelog)
Snicks 6 dec om 9:58 
Also, some newer Req units are just quite poor. Hinters are annoying more than threatening and will conceal only to have not moved at all, and just arbitrarily declared "can't hit me now!"

Legates could be described as 'disappointing'. I know this mod for its interesting to fight, if often overpowered, enemies, and when this massive 80 health monster shows up with hyper-dramatic animations, hyping itself up to the moon, it turns out to all build up to "18 damage a shot, 3 actions a turn, half damage input and constant healing."
No cool gimmick. No nothin', just instakill spam. How lame.
Snicks 6 dec om 8:42 
I first played through with this mod a year ago. Playing late campaign now though - it's a totally different mod. Every single pod is made up of almost exclusively Requiem units, often strangling pod diversity completely. These enemies and the challenge they provide cease to be engaging and begin to be exhausting when they're every single enemy, every single time, and there's nothing you can do about it but eat the rolls reaction turns trigger.

It's a real shame to see, just because a year ago this mod added a lot to my campaign, and now it feels like such a detriment to it it might have to be the second alien mod I'm forced to remove - especially a shame since the first one was removed for being literally non-functional.
Soul 28 nov om 19:44 
Ngl,kinda same boat,stuff like "enable hard mode" mean nothing to me,kinda would like more descriptive stuff around beside "its hard". Like do they spawn more? Stronger stats? New abilities? I'm like "ok but Wtf does it actually do bruh".

As for corruption,as from what I understand (cause like you said,its not really described anywhere lmao)
The more you get hit by it the more it build,and stay between missions,when it hit the max you get a debuff killing you in 2 turns unless you cure it,I think?

It happened like once to me,and I kinda didn't knew wtf it was and just cheated to remove it,cause again,no idea what triggered it or what I was supposed to do beside the desc being smth like "its over" or smth among those lines.
Snicks 28 nov om 18:46 
v This also. Even for the campaign options - I don't really know what Golden Requiem actually does in any detail.
Harmonic Flair 28 nov om 18:37 
Speaking broadly, I'm pretty fond of this mod and the broader ARFM/AHW family, but I would really, really appreciate further documentation. I've got a soldier in my barracks suffering from "lesser corrosion," and nowhere I look (the workshop page, workshop pages of other requiem mods, UFOpedia, Bestiary, Soldier Info, description of items added by the Requiem Armory, etc) is this explained.
I'm not keen on my only path forward in terms of understanding this being "wait for something bad to happen."
Snicks 27 nov om 5:30 
Overall, I really like the enemies, but they definitely need a bit of tuning. The corrosion is excessive, but I think the biggest problem is their overbearing presence in retalliations, even early game. I haven't had one there weren't four Requiem units on, even on the first one in the game.

This is even worse if resistance are activating them by taking shots.
Chubby 23 nov om 0:48 
Awesome thanks! Love this mod
Chymnoy-FOX[S-L] 22 nov om 12:03 
What kind of nonsense is this? why create an enemy (relatively ordinary) that needs to be killed in 3-4+ turns, when it constantly heals and shoots 4 times per round, some of which are critical hits, and it's under constant suppression, and it also reduces the player's own damage each round? Muton-MEC-Psionik