XCOM 2
Raider Faction: Cult of Jariah
120 Comments
Rtma Eros Paragon 31 Jul @ 5:53am 
I don't know where to report this but I will mention it here since I saw it happened to them, I don't know what is causing this but I just had these guys activate on a invisible object in the left corner of the map and had them attempt to attack until i came along to get there attention, any idea what this is?
Slackboy101 18 Jun @ 8:39pm 
They don't have Gauntlets and the Maruaders don't have Ripjacks, I'm running RPGO, i know it's an issue but can someone PLEASE tell me how to fix it?
ZJwh5S 18 Apr @ 6:42pm 
@RealityMachina

I will echo what other comments have said, because I'm experiencing the same thing.

There's a bug with spawning zombies and Overwatch. Game will just hang. Eventually if I wait like 10 minutes the hang will be cleared. Please look into this.

I already mentioned what I think about Incendiary Bombs + Lightning Reflexes on basic troops (although I misspoke-I meant "everytime you dont' kill a Cultist on player phase, not Overwatch/Cultist phase).

I also think Cultist pod sizes are too big (especially considering zombies can be raised as well) and reinforcements should not be every turn on Raider missions. I just completed a Recover Intel mission and the end mission report said it took 7 turns and my soldiers killed 60/83 enemies. I believe there were 37? or so enemies when I started the mission. The final 83 count is from initial enemies + psi zombies raised + reinforcements.
ZJwh5S 13 Apr @ 8:12pm 
I'm running Raider factions (Cultists, Phantoms, Marauders, Rogue XCOM) for the first time ever and Cultists are a bit overpowered imo. Incendiary Bomb spam + Lightning Reflexes is quite frustrating to deal with, especially when these abilities are on the basic troops (as opposed to rare/special troops). In particular, I'm playing with CI + PCP and on Ambush missions you're typically facing 8 Cultists with 1-3 soldiers after wiping the initial Advent dropped pod, and everytime you don't kill a Cultist on Overwatch phase, you're basically going to get fire bombed, which happens often due to low number of soldiers + Lightning Reflexes. Soldiers with Fortress and SPARKs can bait out the bombs, but I'd rather not have to rely on them to consistently clear ambushes without losing anybody.
RakkoHug~<3 19 Dec, 2024 @ 11:52pm 
Whenever Necromancer raises a unit who died from overwatch during AI turn the game has tendency to get stuck. X2visualizer is unable to clear the hang.
adlerstaat 23 Nov, 2024 @ 2:08am 
weird thing. i get a cult incursion mission, but no cultists spawn in? its mostly just advent troopers. it does have a 'cultist activity' turn but it just focus the camera on my operatives.
silverleaf1 30 Sep, 2023 @ 4:01am 
In my campaigns these enemies often get blown up when still together by Advent forces.
♥ Chitai~ ♥ 22 Apr, 2023 @ 6:26am 
Undying Will is kinda bugged because of the interaction. It's supposed to kill all nearby civilians and raise them as Zombies at a 100% chance upon the Necromancer's death. But since the unit maintaining the zombies is dead, the Psi Zombies also die shortly after being raised.
Goneja 16 Mar, 2023 @ 9:57am 
Sometimes when psi zombie appears, game can get stuck (for good)
freelancer 3 Sep, 2022 @ 4:25am 
Установил этот мод. Противники не совершают никаких действий, я просто их стреляю ка в тире
Darkeng 20 Aug, 2022 @ 1:52pm 
Honeslty, out of 5 other raider factions - this one is most annoying to deal with. Not only they come with ability to create psi-zombies (which is on its own it ok... but not literally all the time and on MY tern), but also quite literally bullet spounges and groups being SO FRICKING BIG. I can deal with rogue XCOM and their divercity, I can deal with glass cannon Phantom, I can deal with Marauders, but this guys? Yeah, its a bit too much
PandaFlame 23 Feb, 2022 @ 10:27am 
gotta say, i'm really glad that the sustain was nerfed into the ground. although, I personally think that 5/10/15 is a bit too small, but it's fine since I can just edit the value myself through the ini.
aciel.samael 21 Feb, 2022 @ 5:11pm 
A welcome update, was starting to reconsider keeping this one because the sustain interaction is kind of a chore to deal with, especially when you get a bunch of priests in the same mission. I do like that the cultist are a threat in that they just show up with firebombs and start throwing, but the necromancers really only need the reanimate ability to be huge threat.
Nitsah 20 Jan, 2022 @ 11:48am 
They should have the auto raise aura only take effect during their turn only. Getting some weird interactions when they are killed in the aura and game hangs if the corpse is flung into a bottomless pit.
RadzteK 23 Oct, 2021 @ 1:26am 
Can add restriction on sitrep so it wont spawn when mission has VIP??
Aks 21 Oct, 2021 @ 8:37pm 
Russian Translation
Thanks for this cool mod! I made a translation into Russian. Please add it!

Русский перевод
Распаковать в папку локализации мода (...\steamapps\workshop\content\268500\1368626625\Localization)
https://drive.google.com/open?id=19w7rhRGezc4Ji_uRSBy_YvgeEOlafXrn&authuser=axaaaid%40gmail.com&usp=drive_fs
Speed demon 19 Sep, 2021 @ 1:16pm 
I don't know if it's me, it seems more like a guaranteed that necromancers will raise zombies from the dead instead of a coin-flip.
4rrakis 11 Aug, 2021 @ 10:17pm 
No, you can use them all together.
No Name Legion 11 Aug, 2021 @ 3:43pm 
quick question - will there be any issues if i use more than one of your mods that add a new faction (as in this mod, raiders, rogue XCOM, whatever)
OverlordMGC 27 Jul, 2021 @ 6:05pm 
Jariahs body rose as a psi-zombie after my SPARK units peppered her with plasma. Very ironic.
76561199074031991 18 Jul, 2021 @ 6:50am 
Can this module add a new feature like the Mocx team, which will use the Fulton Lose to take a mentally controlled or stunned robber soldier and turn him into our XCOM soldier?
M0NSTER 27 Mar, 2021 @ 9:25pm 
So running this mod along with other faction mods and I noticed they all become apart of the same team. example Collectors will share the same faction as the cults turn. It never started doing this until my most recent campaign, anyone have any idea what might correct this so they are all separate factions again?
mk11 15 Mar, 2021 @ 10:10am 
Had the mission in the tunnels where you rescue an operative and once you contact them reinforcements start arriving. This sitrep was there. One of the cultists moved into near the VIP which activated him. This triggered two reinforcement groups to be shown incoming and then on my turn another was scheduled.

Had about 20 active enemies at once - good fun. Worked out okay with no losses.

I guess this is because the game treats the cultists as not quite enemies?
Feezec 11 Feb, 2021 @ 9:03pm 
If I stun and Fulton a Raider Faction soldier (MOCX, Phantoms, Rogue XCOM, etc), do I get a reward? Do I recruit the captures soldier?
Dragon32 7 Nov, 2020 @ 2:25am 
@[501st] atlas
No worries, hopefully you know what to look for now with other mods.
Atlas 7 Nov, 2020 @ 12:31am 
@dragon32 my bad lol im still new to modding
Dragon32 6 Nov, 2020 @ 10:25am 
@[501st] atlas
WotC. See the list of "Required Items" and "Required DLC" in the right-hand column?
Atlas 6 Nov, 2020 @ 7:19am 
im sorry if this is a stupid question, but are the raider factions for WOTC or the base game?
DragonKingAbashī 26 Oct, 2020 @ 11:53am 
@Dragon32 I forgot that Raider Faction Bases was the mod that gave you those missions. Guess I have had those mods installed for so long, I forgot what they did on their own. My mistake.

Thanks again, Dragon32!
Dragon32 26 Oct, 2020 @ 10:52am 
@13Crusader13(TWW2019Top8Winner)
I believe you are talking about the Data Retrieval mission added by "Raider Faction Bases". That's how that mission is designed: when you grab the package reinforcements will drop continuously until you evac.
Keep the Raider Faction mods and don't use that mod, the Raider enemies will continue to spawn as a SitRep in vanilla game missions but that new mission type will not appear.
DragonKingAbashī 26 Oct, 2020 @ 9:38am 
@13Crusader13(TWW2019Top8Winner) Honestly, if you don't like how the mod works, you should remove it from your list. Yes, it is possible that case was a glitch, a mod conflict, or intended, but it was the modder's choice in having that. Ultimately, it is their choice in how the mod is designed and works on its own. You have to balance out the game yourself if you have a large mod list, especially if you include additional enemies or enhancements. Adding every enemy mod will land you in a world of hurt and that should be expected. That is the way of Xcom!

Don't take it the wrong way. Just giving you my advice. I've played with this and all of the raider mods and haven't had an issue with the way it was designed (minus the fact they don't scale well with certain toggle options).
Dragon32 3 Oct, 2020 @ 11:48am 
@Smee
Just had the same freeze proc.

I've had problems in the past removing an enemy mod mid-campaign. But these factions are added by SitRep so I think you should be OK; as long as you're not mid-mission or have someone performing a Covert Action specific to this faction.

I think what should happen is any missions already generated with this SitRep will be assigned another one.
Smee 3 Oct, 2020 @ 2:39am 
can you remove this mod mid campaign? i keep getting the overwatch kill > aura of the dead > freeze problem
Jack Grey 6 Jun, 2020 @ 9:39am 
@RealityMachina
sry for reposting. I just wanted to ask, if there is a way to configurate the appearance of your raider factions?
Jack Grey 17 May, 2020 @ 9:05am 
Can I somehow change their appearance like with the MOCX mod?
DragonKingAbashī 14 Apr, 2020 @ 1:19pm 
As long as you have the required mod and do not have anything that conflicts with this one, you should have none of the issues you specified. I have used this mod and other faction mods by Reality and besides the fact these units are unaffected by Beta Strike, they are well done. If you want to troll someone or the Xcom community, I would advise thinking twice about it! Most players know the truth about these mods and that they work. Posting that they don't and the modder sucks just makes you look bad. So, don't do it.
Shield 14 Apr, 2020 @ 1:07pm 
One of the worst mod i ever seen.
It is filled with bugs and unbalanced shit missions. Your squad will spawn inside textures and such, enemies spawn in packs of 10 guys every turn.
Mod author, please delete this trash!
James Stone 11 Mar, 2020 @ 1:16pm 
Just lost a mission because I assumed the Cultists would engage the Chosen, apparently not. How do the Raider factions interact with stuff like Rulers?
[CN]突击队队员 17 Jan, 2020 @ 6:29pm 
here is you need add in XcomGameDate.ini or the other NPC unit will VS player on same team

+ExcludeGameplayTags="SITREP_GOCIncursion"
+ExcludeGameplayTags="SITREP_ChaosIncursion"
+ExcludeGameplayTags="SITREP_FoundationIncursion"
+ExcludeGameplayTags="SITREP_HereticGethIncursion"
TOAST 29 Dec, 2019 @ 1:45pm 
I was in August and had my first sitrep with these guys, they got mauled by an Archon Sentinel in 2 turns. A van exploded and all of these flimsy 3 hp humans died.
Ps: Fulton Harness will not recruit them, why are they even in the game? I wanted a full team of templars...
vipisti 15 Jul, 2019 @ 2:35pm 
(Oh and I waited for a couple of minutes after the first freeze, nothing happened.)
vipisti 15 Jul, 2019 @ 2:32pm 
It happened during the alien turn. Overwatch killed a cultist, he got resurrected, and then the alien turn stopped proceeding. And it was the first resurrection of the campaign, when Bradford used to say "no respect for the dead", but that didn't happened this time. I think the solution for me was this: I did not overwatch after reloading the last turn, then the first resurrection happened on my next turn, and then everything was fine. I haven't played much in the last month, so no further info.
lil rat 10 Jul, 2019 @ 2:15pm 
Does the game completely freeze or does it just freeze for a few seconds for you guys?
vipisti 15 Jun, 2019 @ 1:22pm 
I have the same problem.
Private Caboose 13 Jun, 2019 @ 5:40pm 
My game freezes every time the necros try to create a zombie. Is there an easy fix? I like this mod and want to keep using it.
Nitsah 2 Jun, 2019 @ 5:40am 
Third factions will kill them when inactive for what ever reason if they see them flanked. Speaking of AI is the game hard coded to only use explosives on xcom? The fanatics will literally just ignore grouped up advent of like 6 just to fire grenade two of my guys and bum rush towards them. Archon and MEC does the same thing.
DustDevil 28 May, 2019 @ 10:49am 
> Been playing with them for about 300 hours and that has never happened to me.

Happened to me yesterday. The only thing I can think of that might have triggered the conflict is the MORE SITREPS mod, since it happened in a rescue expedition Lost map.
Cato 28 May, 2019 @ 9:09am 
Been playing with them for about 300 hours and that has never happened to me.

Perhaps an AI conflict? For example I've only just started Yellow Alert so it will be interesting to see if that happens to me.
DustDevil 27 May, 2019 @ 6:12pm 
I think a found a bug, the cultists are able to activate and outright kill inactive VIPs
darkdill 26 May, 2019 @ 7:15pm 
This mod definitely needs to have standardized looks for its units rather than relying on randomization, as it leads to too many instances of enemies with weird body parts, invisible heads, etc. This could actually go for all your Raider faction mods, even if it might take a while.

It's just REALLY jarring to see one of them with only a set of eyeballs and teeth for a head.