XCOM 2
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A Requiem For Man: Gameplay Mutators
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96.515 MB
16 Apr, 2022 @ 7:28pm
13 Jul @ 7:42am
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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
308 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
12 Apr @ 6:02am
Russian Translation
Sadler
6
19 Jul, 2024 @ 4:14pm
The Big List of Dark Events
ReshiKillim
0
28 Nov, 2024 @ 7:46am
Gamebreaker bug on one of the mutators
ArtanisKAI
155 Comments
Soul 24 Jun @ 6:45pm 
Shield Deployment need a serious look at to remove it givin shields to spawning stuff
Like,an enemy summon more enemies? Bam they get shields
Reinforcements? Bam,shields
I'm doing a "rescue operative" in subway and the mission straight up become unplayable since it drop reinforcement every turn (8 enemies) and they ALL get a shield
Gonna remove that sitrep for now,but I hope it get changed to just enemies on the map when mission start,theres hard,and bs like that lmao.
jat11241976 24 Jun @ 7:07am 
For what it's worth, I like this mod and not knowing what God awful things are heading towards me. The second wave options are awesome! I couldn't imagine how much harder things get if this mod shipped with That Perilous Yearning on by default lol.
Taylem 23 Jun @ 8:56am 
Appreciate the effort put into the mod, but clear documentation on all functions is highly advisable. Saves everyone time; including the mod creator in having to answer the same questions constantly. Consider expanding available documentation to cover all settings brought forth by this mod. Be very awesome of you.
ReshiKillim  [author] 17 Jun @ 10:13pm 
If you're asking about a Pseudo-Wiki in regards to second wave options, if using the UFOPedia mod, it'll generate some informational entries about some of the mechanics in the Embraced Endings second wave option's traits, in that mod's informational section of its own internal pseudo-wiki.

However, that has absolutely nothing to do at all with the That Perilous Yearning second wave option at all.

If you're asking about the That Perilous Yearning second wave option, none of the information relevant to this second wave option is present in another mod. And, the second wave option is deliberately marked with a warning suggesting to Not Enable It , as it modifies the vast majority of pre-existing mechanics in the game, and introduces a vast assortment of new mechanics and modifications as well.

If someone enables it despite the warning label and does not enjoy the result, that's on them. There ain't no whistle blowing, it's entirely their own fault.
LightenedDark 17 Jun @ 3:24pm 
Okay so apparently googling to find WHICH mod was adding the extra features found here showed nothing except showing me my own old comment purposely listing the actual second wave options (that's past me!). "That perilous Yearning" would sure suck to ruin a new because something like +1000damage to all enemies snuck in without knowing which mod it comes from and then spending hours doing a binary search through 750 heavily curated, mechanical gameplay mods.

The mod author says that there's some information inside another, NOT linked mod that's a third of a gig! That's a LOT of googling/downloading/drive space/testing a to just say: 'all it does is add about 50 mutators that you get to choose between. Sort of like dark events? Don't know, but if it does, I guess I'll blow the whistle.
BusyBard 12 Jun @ 5:10pm 
Ok, I'll blame Odd for it. Thanks!
ReshiKillim  [author] 7 Jun @ 12:20pm 
@BusyBard You probably have the Spooky Scary Sectopods mod installed. This mod does not add Gunships or make that happen.
BusyBard 4 Jun @ 5:46pm 
Are gunships supposed to fire their BFG after a single XCOM action (not using the special reaction move after being attacked)? Tool tip says it fires after a turn?
Amikcze 23 May @ 3:10am 
Thank you so much, i am dumb :D
ReshiKillim  [author] 22 May @ 10:51pm 
@Amikcze Yes. You simply used the wrong name. The internal name of the darkevent is ARFMDE_GrandEmbargo