XCOM 2
A Harder War: The Fanatics
71 Comments
표백된고양이 20 May @ 3:49pm 
@andrews94 you can use this mod with tedjam. I played it
andrews94 2 Mar @ 1:21am 
Anybody tried this with LWOTC and TedJam do they show up?
[DG] Z Type Knight 25 Aug, 2024 @ 5:44pm 
@Paddon Not to mention the pressure of ensuring you get your Dazed troopers up to ensure the Inquisitor cannot execute them, with NO SAVING THROW allowed and even negates death protection abilities like Sustain. And yes, the game is perfectly OK with this combo: Bishop casts Daze Bolt on someone in Inquisitor range, then the Inquisitor rushes in and executes them on the same round, and you are helpless to resist.
Paddon 28 Apr, 2024 @ 8:21am 
Very fun enemies to fight, unless they're all the game throws at you during a legendary ironman run on the final mission, then you're against an army of lightning reflexed, mind-controlling, daze inducing, solace-having nightmares with guaranteed psi damage
[DG] Z Type Knight 16 Dec, 2022 @ 2:42pm 
And just one personal note (I still love this mod, Reshi): This is my custom description for "The Culling":

"Delivers a coup-de-grace to a dazed target, killing them instantly regardless of remaining HP. Deathblows delivered by this ability cannot be negated by abilities such as Sustain, and no bleedout check is allowed."

I think this gets the message clear that this ability results in an instant deathblow with no saving throw allowed and negates deathblow negation.
Hel's Angel 16 Nov, 2022 @ 8:01am 
@ReshiKillim Thank you sir :D
ReshiKillim  [author] 15 Nov, 2022 @ 7:36am 
@Chancellor Palpatine Should be fine to add to pretty much any WOTC campaign mid-campaign, but as a rule of thumb, I would keep a backup copy of the saves just in case.
Hel's Angel 15 Nov, 2022 @ 4:59am 
Is it possible to insert this mod ( or all of their harder war mod ) mid-campaign or do i have to start fresh ?
123 12 Oct, 2022 @ 5:47am 
The very high stats and Sustain + Lightning reflexes would be fine on a pod leader but fighting 3 of them during timed missions is a bit too much for me :|
Stukov81-T.TV 24 Sep, 2022 @ 2:35am 
I can't believe i missed this mod
ReshiKillim  [author] 10 Sep, 2021 @ 11:11am 
@Choco Steve That's mainly because the game can start having very buggy interactions with Daze/Unconscious on some types of units. It's a bit disappointing, but it's better than it crashing someone's game.
Peyote 8 Sep, 2021 @ 4:49pm 
So is Daze just not capable of affecting enemies? Ignoring everything else I've disliked about this mod, not even having much use when you mind-control one is kind of frustrating
Shaolin 20 Jul, 2021 @ 5:00pm 
Not sure if this is due to a combination of mods or because of a weird interaction with the base game and this mod in particular, but the bishop takes feedback damage constantly. Could it be due to solace and whenever an allied enemy enters the zone the bishop is damaged? It is funny for sure, but I doubt its intended as they he basically just kill himself on reveal.
[DG] Z Type Knight 19 Jul, 2021 @ 11:47am 
That's cool.

Perhaps a future mod, or mod ability (enemies with melee attacks can coup-de-grace helpless soldiers, automatic deathblow that denies Sustain)?

It'll make stun lancers much more dangerous early-game. If they knock a soldier unconscious, they can coup-de-grace them next round. (Obviously, I'd say don't allow them to dash into this attack. They have to take the action when adjacent to a helpless soldier.)
ReshiKillim  [author] 18 Jul, 2021 @ 7:18am 
@Z Type Knight Yes, that is possible. It'd require some extra work on the AI part and abilities, but that's entirely possible. Not something I quite intend to add to the mod, for balance reasons, since they're already rather much of a danger in some scenarios, but entirely possible.
[DG] Z Type Knight 17 Jul, 2021 @ 9:52pm 
@ReshiKillim:

Do you think it could be possible to allow the Inquisitor's Culling ability (the coup-de-grace) to work on soldiers that are stunned or unconscious in addition to dazed?
[DG] Z Type Knight 20 Jun, 2021 @ 3:06pm 
@Rhalius: This mod is designed to increase difficulty.

The Crusaders are there to punish bunching units with devastating AoE abilities.

The Inquisitor forces you to get dazed solders up quickly, lest they be hit with a coup-de-grace that results in an immediate deathblow (no saving throw, no Sustain, no nothin').

And the Bishop is just there to ruin things. From the 100% accurate daze strike (which allows for Inquisitors to use their coup-de-grace attack), full Priest abilities, Sustain, and just a PITA.
jonjrhr 30 May, 2021 @ 12:29pm 
Ive got to agree with Rhalius, its not that any one of their abilites are OP, but the combination of them are. Sustain + Lightning Reflexes plus the shield and armor ignoring auto hit attack means that every one of these deployed on a mission WILL do 7-10 damage and there isn't a single thing you can do about it. One of those three things needs to go.
Rhalius 20 May, 2021 @ 1:50pm 
Giving them a try in my current campaign but will uninstall once this campaign is over. They are too strong, the one with the cape is at least.
Deals a lot of damage, which would not be so much of a problem if they did not have substain which means you can't just kill them, they get a free shot during their turn before you can kill them. I have seen them one shot soldiers. It's too OP.

I don't mind tough enemies, but there's not enough ways to deal with it here. Substain should not be given to a unit that deals such high damage.
jonjrhr 10 May, 2021 @ 11:09am 
You gave priests lightning reflexes? Do you have no soul you damn monster?
ReshiKillim  [author] 6 Apr, 2021 @ 8:40am 
@Boberto Those are the non-cosmetic names for the templates, yes.You'd use those names to actually modify the templates if another mod was to affect them.
Boberto 5 Apr, 2021 @ 2:03pm 
Is it
"AHWAdvBishop"
"AHWAdvInquisitor"
"AHWAdvCrusader"

or am I missing something? I got these from "XcomAI.ini"
Boberto 5 Apr, 2021 @ 12:28pm 
What .ini do I preview to see the names of enemies added? I want them to be modified by other mods, but I don't know the enemy names included in this mod

Thanks!
Hartman 11 Nov, 2020 @ 9:35pm 
I feel like the lightning reflexes and sustain on the bishops are OP since you can't kill them with the sustain and they reflex all your OW shoots when they come back to life(They then get to cover and have a 60% to hit you). What I found amazing was they were countering my own psi ops by stasising the units i was mind controlling. If they are hand picked from the warlock would be cool if he could summon them instead of the generic troops or mecs. (possible SIT REP as well?)

Killed the Crusaders in 1 turn so haven't yet wounded them only to force their suicide attack yet, have been able to mind control a few with only an advanced psi thing to see its a free action though. (I think a few had solace so obviously failed a few times too.)

Inquisitors are just a tougher fun lancer haven't had them 1 kill a dazed unit yet...(think they had bending reed to move after attacking can't remember)

Cool mod thanks for sharing it's definitely a harder war, now to prepare for the ADVENT Forge <=/
ReshiKillim  [author] 1 Nov, 2020 @ 11:14pm 
Errm, that'd require a mod to do so.
ReshiKillim  [author] 1 Nov, 2020 @ 7:46pm 
No, missing animations are not the cause. The same thing will happen with regular ADVENT as well if they get lightning reflexes from a dark event
dmc32 1 Nov, 2020 @ 4:41pm 
@ReshiKillim, are there animations missing from the mod that are causing the t-posing?
dmc32 20 Oct, 2020 @ 6:18pm 
ok, thanks, that's actually when the T-posing occured, never had these guys T-pose before just started happening, thanks again.
ReshiKillim  [author] 20 Oct, 2020 @ 1:53pm 
The whole T-posing thing is a basegame bug, not something caused by the mod. Most often, it's caused by stocks killing enemies that avoided the actual shot through lightning reflexes during overwatch.
dmc32 20 Oct, 2020 @ 11:26am 
hello, tech support.
dmc32 19 Oct, 2020 @ 11:53pm 
@ReshiKillim, the priest "T pose" when killed now, I don't use a lot of mods, and I haven't seen any mod conflicts in any logs, has this happened before, that your'e aware of? What could cause this particular problem, thanks.
dmc32 25 Sep, 2020 @ 10:28pm 
yeah, they're tough if they get to close constant shock and daze.
Proxy 16 Aug, 2020 @ 10:47pm 
these guys are insane. if i wasnt playing on Beta Strike they would have constantly 1 shot my soldiers and the fact they also strip armor... bruh i added most of the modded alien units and these guys are better then all but the super beserker.
ZiggyTouyeul 2 Jul, 2020 @ 3:59pm 
Alright, thanks!
ReshiKillim  [author] 2 Jul, 2020 @ 3:57pm 
@ZiggyTouyeul Woops, forgot to add the update note, but nothing of importance. Mainly just changed something for future mod compatibility, no change to actual gameplay.
ZiggyTouyeul 2 Jul, 2020 @ 3:55pm 
Hi, may I ask what's been changed/fixed in the latest update ?
[DG] Z Type Knight 14 May, 2020 @ 11:40am 
Love this mod, btw!
[DG] Z Type Knight 14 May, 2020 @ 11:34am 
@ReshiKillim Thanks!
ReshiKillim  [author] 13 May, 2020 @ 9:22pm 
@Z Type Knight, the in game ability description has been updated to alert people to how The Culling's Execution functions, and my previously incorrect comment has been removed.
[DG] Z Type Knight 13 May, 2020 @ 8:22pm 
And if intended, should be reflected in the ability description.
[DG] Z Type Knight 13 May, 2020 @ 8:12pm 
@ReshiKillim: The Fanatic Inquisitor's' Culling ability does bypass Sustain. Intended or no?
MaCC165 26 Mar, 2020 @ 10:16am 
for lwotc u need some files from discord
ReshiKillim  [author] 13 Mar, 2020 @ 9:10pm 
@Lexa486 It has not been tested with LWOTC, but should be compatible.
F1tgal911 13 Mar, 2020 @ 2:44am 
Is this compatible w/ Long War Of The Chosen beta 2?
smoak_dragon 9 Mar, 2020 @ 10:42am 
Thank you, You and all the modders here are wonderful people
ReshiKillim  [author] 9 Mar, 2020 @ 10:34am 
@smoak_dragon I wouldn't mind that at all. Have a good run and a fun campaign!
smoak_dragon 9 Mar, 2020 @ 8:55am 
Mind if i use this in a lets play i'm doing?
ReshiKillim  [author] 29 Feb, 2020 @ 9:05am 
@VeeDemo Since the Fanatics are rather dangerous, they only begin spawning from Force level 12 onwards.
VeeDemo 28 Feb, 2020 @ 11:47pm 
What force level do these guys show up? Cool mod either way
Nazkai 13 Feb, 2020 @ 10:15pm 
@ReshiKillim Right on then thanks! :steamhappy: