XCOM 2
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A Requiem For Man: The Requiem Legion
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24 сен. 2022 г. в 16:18
3 окт в 0:18
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A Requiem For Man: The Requiem Legion

В 2 коллекциях, созданных ReshiKillim
Reshi's Requiem (And other Reshi stuff)
Предметов: 17
A Requiem For Tedjam - The Official Beyond Legendary Collection
Предметов: 307
Описание
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.
Популярные обсуждения Просмотреть все (5)
2
30 авг в 22:41
简体中文翻译 Simple Chinese Translation
Tommy
10
15 апр. 2024 г. в 2:49
Futher Plans
45fg45
4
3 авг в 4:47
Difficulty is way through the roof
johanas.azzaid
Комментариев: 662
iSymphonia 9 окт в 14:39 
Just wanted to drop by and say this mod is absolutely amazing. The units added by this mod keep the game fresh.

After a few campaigns, finally ended up meeting my first altar, and it ended up annihilating both my squad AND advent. Best squad-wipe i've had in awhile. Brings me back to when I first started playing the game.

Thank you.
FeeL 8 окт в 12:17 
pls someone explain to me, why mechapede's dawnbreaker cannon does double dmg to my soldiers? and for example when it shoots lost it does normal one line dmg, but when my soldiers get hit its like two rows of dmg wtf is going on?
RambelZambel 8 окт в 11:45 
+SpawnDistributionLists=(ListID="DefaultFollowers_LW", \\

2x SpawnDistribution[9]
SoulSpawn 3 окт в 16:26 
Well i must've messed that up because the next missing i was swarmed by turrets (4 spawned like it was a squad. i'll just disable the mod, its a nice mod its cool have some variety but the difficult isn't for me. lets hope it doesnt screw up the game.
ReshiKillim  [создатель] 3 окт в 10:18 
@SoulSpawn if you're using the FLExtender or LW, then yes, otherwise, they won't spawn at all.
SoulSpawn 3 окт в 5:38 
@reshikillim, Thanks for the reply. Thats a lot of lines to check, any tips, I assume the easiest option to increase FL up to 25+ to avoid them spawning until late late game?
ReshiKillim  [создатель] 2 окт в 23:05 
@Soulspawn Spawnrates can be manually adjusted on the user end in the XComEncounterLists.ini configuration file. Note that steam has a tendency to overwrite customized configs, so if you do adjust it to your preference, you may wish to make a backup copy.
SoulSpawn 2 окт в 14:57 
This mod was part of a collection which has been great, but I would like either significantly reduce the enemies spawn or to disable them all together, finding the challenge a bit much.

I noticed an easy mode setting which from teh comments reduce the reaction action the enemies gets, so this might help if its not possible to disable/reduce the spawn rate.

I tried to read the comments but wasn't fully understanding it.
RambelZambel 1 окт в 5:20 
@ember, "choose your aliens" mod should work, so unwanted enemies you can put in its ini
Scroller 28 сен в 9:29 
Don't feed the troll...