XCOM 2
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A Requiem For Man: Gameplay Mutators
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Apr 16, 2022 @ 7:28pm
Oct 7 @ 12:26am
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A Requiem For Man: Gameplay Mutators

In 2 collections by ReshiKillim
Reshi's Requiem (And other Reshi stuff)
17 items
A Requiem For Tedjam - The Official Beyond Legendary Collection
307 items
Description
The Gameplay Mutators Mod Contents Summarized!

A Wide Variety of SITREPs, some beneficial to XCOM, some beneficial to ADVENT, some a mixed bag, and some beneficial to neither! A Bucketload of new Dark Events and Dark Event Chains, too many to list in the Steam Description of this Mod, due to character limit, designed to bring about horrendous terrors for the forces of the Resistance! And additional Second Wave Options

Extensively tested with Musashi's RPG Overhaul! Contains with built in Compatibility with Covert Infiltration! It has not been tested for compatibility with Long War of The Chosen, and may or may not work with it.

SITREPS
The Summary of What They Do
Rooftop Combat Training
Enemies in this location have been relentlessly drilled on how to exploit the advantages of High Ground, gaining a large bonus to Aim against XCOM Soldiers when they have a Height Advantage.
Vital Targeting Training
Enemies in this location have been relentlessly drilled on how to exploit the advantages of Close Combat, gaining a bonus to damage against XCOM Soldiers in Close Quarters Combat.
Rapid Targeting Training
Enemies in this location have been relentlessly drilled on how to exploit the advantages of Overwatch, gaining a bonus to damage dealt against XCOM Soldiers from Reaction Fire.
Experimental Armor Field Testing
ADVENT is field testing a new lightweight armor alloy. All enemies gain bonus armor.
Shield Deployment
After having been attacked by Resistance Forces while attempting to use the Restroom, the local ADVENT Field Commander has ordered that Shields be deployed to protect all enemies from the first instance of damage!
Advantageous Cover
All XCOM Soldiers gain Deep Cover, automatically Hunkering Down at end of their turn if they do not Shoot.
Stolen Shields
After having successfully mugged the local ADVENT Field Commander in the restroom and having stolen her personal Shield Generator, XCOM Soldiers gain a shield that blocks the first instance of damage taken!
Explosives Gallery
Rocket Launchers, Thrown and Launched Grenades, all have a 33% chance of being a free action. Blaster Launchers not included.
Medical Surplus
Bonus charges for all equipped Medikits.
Hidden Ammo Caches
Reloading becomes a Free Action for all XCOM Soldiers on this mission.
Chaotic Situation
An unusually powerful deployment of enemies is present, however a recent Resistance Operation has severely destabilized ADVENT's Psionic Network in the region, disrupting their communications. This allows each of XCOM's Soldiers Three Uses of the Blitzkrieg Ability and grants them the Rapid Reconcealment Ability, which conceals them if no enemies can see them.
Heavy Fog
All units have reduced sight and detection ranges. Additionally, All Soldiers gain the Rapid Reconcealment ability, which reconceals them if no enemies that can act can see them.
Hazardous Materials Cleanup Crew
A recent chemical spill has resulted in all Enemy units in this area having been given Sealed Armor.
Exposed Operation
XCOM's plans have leaked. All enemies gain Lightning Reflexes.
Gnawing Dread
The Screams. Dead and dying civilians lying across the ground. The fear that they may be next sets in, massively increasing will losses from Damage Taken, Panicked Squadmates, and the Deaths of Soldiers and Civilians on Retaliation Missions.
Advantageous Terrain
All XCOM Soldiers get a bonus action point for the entirety of the mission.
Rehearsed Operation
All XCOM Soldiers gain the Rehearsed Operation Ability, allowing them to periodically Run and Gun, gaining a temporary Aim Boost when they do.
Skirmisher Equipment Cache
A massive Skirmisher Equipment Cache located in this area has enabled XCOM's Squad to carry excessive amounts of Medical Supplies, Grenades, Heavy Weaponry Ammo, and Utility Items through this operation.
High Risks, High Rewards
Severe mismanagement of ADVENT supplies has resulted in the Local ADVENT Supply Officer getting executed, and also resulted in large numbers of Loot Crates and Explosives scattered across the map.
Counter XCOM Training
Ongoing ADVENT Training Exercises has resulted in the presence of large groups of weaker ADVENT enemies, under the leadership of extremely dangerous units, on this mission. Completing a mission that has this SITREP without any Soldiers Dying will reduce the Force Level slightly.
Infested Planet
A botched job of repurposing Alien equipment by Bradford's favorite host of the Resistance Radio has set off the dinner bell for every Chryssalid within a hundred miles. Expect Feral Chryssalids.


Dark Events and Dark Event Chains

There's an enormous bucketload of Dark Events, too many to add in this mod's description, but you can find a List of them under the Discussions tab. But for a summary, they come in two flavors. Singleton Dark Events, that just do their thing, and Dark Event Chains, in which the Dark Events can only come into play if previous Dark Events in the Chain are active, or if other conditions are met, depending on the chain. Overall, they stack for incredible terror!

By Default settings these Dark Events are not Permanent, but you can easily configure permanency and whether or not the Aliens are allowed to play certain dark events in the XComARFM_DE_Config ini file.

Additional Second Wave Options

Contains Multiple new Second Wave Options!

New Traits and Trait Mechanics!
Large amounts of specific details on these covered in the corresponding Requiems Page of the UFOPedia Mod, provided that you are running it.

If not, a basic rundown is weird new traits and stuff that are functionally positive and negative at the same time, granting your soldiers new perks and abilities at a terrible price.
Popular Discussions View All (3)
5
Apr 12 @ 6:02am
Russian Translation
Sadler
6
Jul 19, 2024 @ 4:14pm
The Big List of Dark Events
ReshiKillim
0
Nov 28, 2024 @ 7:46am
Gamebreaker bug on one of the mutators
ArtanisKAI
180 Comments
Gguy Oct 10 @ 6:28am 
I just had this EPIC "destroy relay" mission with both feral cryssalids and lost swarms, but also a bunch of Claus's units and a renegade archon and it was chaos in the best way possible. One of my PSI ops sadly died =(, but the other one controlled the battlefield as the rest of the squad held their ground from cover and held off waves of swarms.

It was truly an amazing mission, so thank you for your sitreps (pss: ADVENT should really consider not building their cities next to ruins infested with the lost and full of cryssallid nests, huh =P?)
iSymphonia Oct 9 @ 5:37pm 
Not sure if it's an incompatibility with your harder war chosen pack, but when doing the chosen stronghold mission, on part 2, once you kill the chosen and they respawn, all their weapon animations break.

Well, the hunters pistol, and assassins shotgun to be more precise. They just stand there if they use any abilities tied to them.

This didn't start occurring until i turned on the Perilous Yearning, so not entirely sure where the problem lies.

Loving Perilous Yearning BTW, very good second wave option to spice up the play through.
BusyBard Sep 14 @ 4:21pm 
Heavy Fog makes all enemy hits grazes, so just charging in might be a viable tactic? I had a squad cornered by pretty much all enemies on that map right on top of us, including a gunship and an armored berzerker. No one died though, because those dudes just rolled grazes all day long.
BusyBard Sep 14 @ 4:17pm 
ReshiKillim [author] Sep 7 @ 6:34pm
It does infact, naturally go away.

Good to know. I don't think that's mentioned in the description.

Might be cool to have a game mode, where this is active from the start, though some classes would have to be updated, or something. I guess you could just manually re-roll, seems to me there is a dev command for it.
Totsnuk Sep 9 @ 5:48pm 
Oh wait fuck, I can't... *clenches fist angrily* You'll rue the day, mod developer! Rue it!
Totsnuk Sep 9 @ 5:40pm 
Good thing I can disable it, appreciate the sentiment for non-masochists...
Totsnuk Sep 9 @ 5:35pm 
Heavy Fog is absolutely ridiculous, enemies are shooting me from 16 tiles away through fog whilst I am unable to see them. On a retaliation mission, no less.
ReshiKillim  [author] Sep 7 @ 5:34pm 
It does infact, naturally go away.
BusyBard Sep 7 @ 5:26pm 
Ok, thank goodness there's DeactivateDarkEvent ARFMDE_GrandEmbargo

It's a cool event, but it never going away feels bad. It ruins some classes and gimps probably several soldiers in any campaign. It'd be cool if there was an activity chain to take it out, but at least we have a console command.
BigHillsBigLegs Aug 19 @ 10:44pm 
alone and afraid, more like uh disabled cause that's not even remotely fun