XCOM 2
A Requiem For Man: The Requiem Legion
610 kommentarer
Kaybern For 1 time siden 
is this a raider faction?
Rtma Eros Paragon 13. juli kl. 4:39 
@ReshiKillim experienced another bug to report, I am not sure if others are experiencing this but ultraheavy turret fire effects seem to be coming from another corner of the map then the direction which it fired upon you and hitting my unit, is that suppose to happen?
Rtma Eros Paragon 13. juli kl. 4:34 
@RakkoHug~<3 I have regenerated my config files which seems to help but for requiem I hit a brick wall after the black site mission so I ended restarting on non hard mode, up until that point I managed but warden armour and pulse lasers were proving ineffective against that xcom 1 sectopod, I am using muton harriers/hunters/elite pack, purge priests, inquisitors, a better advent, bio division, frost legion, exalted/custodians, the hive, void weaver, ruler clones, I will say I am thoroughly enjoying these mixes.
RakkoHug~<3 9. juli kl. 1:55 
Rtma, I also use "Diverse Aliens By Force Level WOTC" as well, but getting a quite a good mix of pods. Have you tried installing other mod enemies, such as custodians, muton packs, and bio units?
Rtma Eros Paragon 4. juli kl. 4:53 
How would I go about making a better mix with these weights? I am not sure how they work, I am using diverse aliens by force level, also a bug report about those shinanim firing off into nothing on their turns.
ReshiKillim  [ophavsmand] 1. juli kl. 9:04 
@Rtma This mod adds a very large number of units, so if you're running lite on enemy mods, that can happen if no adjustments to relative spawnweights are made
RakkoHug~<3 1. juli kl. 5:06 
In my case, I am still getting mixed groups in the late game. But I do have mod that changes pod composition and size so it may be due to the mod.
Rtma Eros Paragon 1. juli kl. 2:56 
Are these units suppose to replace the majority of units in late game? cause that is was I am experiencing.
RakkoHug~<3 30. juni kl. 23:56 
Oh now reading the description altar can indeed do that in a single turn. Was it changed recently?
RakkoHug~<3 30. juni kl. 23:51 
Altar just managed to do AOE attack in one turn instead of charging up for three turns.
Tommy 27. juni kl. 10:31 
@Soul thank you, maybe elirium, I have not unlocked elirium.
Soul 26. juni kl. 6:22 
You need the armory mod and elirium unlocked or something
Tommy 26. juni kl. 2:52 
Are there any prerequisites for an autopsy? I got a lot of corpses, but there are no research items for dissection.
andrews94 22. juni kl. 21:33 
OK Rakkohug thanks for your help
RakkoHug~<3 22. juni kl. 20:46 
Noticed that Mechapede can now be fultoned without game crash. When was the fix implemented?
RakkoHug~<3 22. juni kl. 20:45 
Oh, here we go Andrew, it was mentioned on the patch note back in January:
"Moved the Legate's All For Her Cause Ability to be exclusive to Hard Mode, and made the radius of the ability configurable, due to issues of mod <> mod interactions."
andrews94 21. juni kl. 20:41 
Rakkohug Do you know what the Legate ability is called as I could not find a way to turn it off thanks
andrews94 21. juni kl. 20:14 
Rakkohug thanks I will check out the ini files and see if I can find it.
RakkoHug~<3 21. juni kl. 19:50 
Reshi, mentioned this quite sometime ago but never got a response back: Is the armor from altar research suppose to use floater as manufacturing material? Shouldn't it use altar remains? Is this a bug?
RakkoHug~<3 21. juni kl. 19:48 
Andrew, are you referring to the legate ability? The ability turns off when you take down the legate itself.
I believe Reshi mentioned several months ago that the Legate 1HP ability now has an ini file setting to turn it off if it is necessary.
Kaybern 21. juni kl. 13:36 
i wish this was a raider faction
andrews94 21. juni kl. 1:46 
I love this mod but one ability prevents me from using it, and that is when you do enough damage to kill a unit but it stays alive with 1hp {not stasis), is there any way to disable this? thanks
david.kahil1 19. juni kl. 2:24 
this is truly insane
MrShadow 16. juni kl. 19:48 
Reshi, if you get a chance, can you private message me? I would like to talk :)
ReshiKillim  [ophavsmand] 12. juni kl. 9:37 
@Rakkohug Feature, not a bug. It's even written in the F1 information, if you use YAF1.
Soul 12. juni kl. 7:24 
Ngl with how bs some moves can be,I don't even think its a bug lmaooo
RakkoHug~<3 12. juni kl. 7:08 
BUG: Mechapede line AOE can by-pass shield points to directly damage the HP.
RakkoHug~<3 5. juni kl. 5:45 
BUG: Legate -> Stunned with Templar's Stun Strike -> Drops Mimic Beacon -> Legate moves toward Mimic Beacon despite being stunned, walking animation does not play the Legate gets "dragged" into new position.
Vitklim 3. juni kl. 15:40 
Any way to configure Altars in the settings to be less bullshit? Looking through the config files, I don't see any to do with Altars or Mechapedes, nor a way to edit the abilities those units have like some other mods allow you to.
RakkoHug~<3 3. juni kl. 5:43 
Is the Niven research item actually available for manufacturing?
Snicks 31. maj kl. 10:49 
confirming the below, happens with similar abilities to holy warrior too
AWOL 30. maj kl. 23:39 
Found an edge case bug:

The perk that reduces the damage taken by a Leviathan Mechtoid when it is under the effect of Holy Warrior also applies to damage dealt to that mechtoid by an XCOM soldier that are under the effect of Holy Warrior.

For example, if an XCOM soldier is under the effect Holy Warrior from a Playable ADVENT Priest it causes that soldier's damage to Leviathan Mechtoids to be greatly reduced.
LeyShade 28. maj kl. 0:05 
Requesting link to documentation on how new spawning system works, as current iteration since changes are not intuitive and are causing issues on FL100 saves.
RakkoHug~<3 27. maj kl. 14:55 
BUG: Seraphim's reaction attack can hit Ranger with untouchable.
bidiguilo 24. maj kl. 14:53 
when i killed a seeker its corpse started ragdolling the floor and the enemy death camera never disappeared, softlocking my game until i loaded a save (and the same thing happened again)
EvilBob22 19. maj kl. 13:20 
Medikit.
Tommy 19. maj kl. 3:01 
How to remove Corrosion speedily?
RakkoHug~<3 16. maj kl. 15:50 
But Grenadier indeed lacked all explosives including the heavy weapon.
RakkoHug~<3 16. maj kl. 15:24 
Hm... I will go ahead investigate further, Snicks. Thank you very much
Daddy Kaneki 15. maj kl. 20:57 
I enjoy the Scrin Mothership sound effects for the Altar, lmao
Daddy Kaneki 15. maj kl. 1:48 
Disregard previous comment. Had a chat with Stukov and he explained the mechanic to me. I was under the impression that any unit hit a certain number of times by a Corrosive attack throughout the campaign was going to die no matter what, but the actual implementation of the effect is a lot more fair than that.
Daddy Kaneki 15. maj kl. 0:52 
Is there a way to disable/remove Corrosion in an ongoing save? Someone suggested that there might be a Second Wave option for it but I installed the mod mid-playthrough.

I enjoy the mod a lot, and it adds challenge that I felt was missing from the mid and late game, but I take issue with the Corrosion mechanic. I don't personally mind mechanics like this as long as they can be removed by some kind of other in game mechanic (covert actions, Infirmary, etc.)

Is there something in the config file I can change, or a console command to remove Corrosion from a unit?
Daddy Kaneki 14. maj kl. 12:27 
Thank you Reshi ♥
ReshiKillim  [ophavsmand] 14. maj kl. 12:23 
Mmm, should be safe to install mid play? But not safe to remove mid play. But I'd keep a backup save from pre-addition just in case there's any unexpected bad interaction with your modlist with a mid-campaign install..
Daddy Kaneki 14. maj kl. 12:18 
Oh okay thank you. I appreciate the very rapid response.

Is it safe to install mid playthrough?
ReshiKillim  [ophavsmand] 14. maj kl. 12:02 
The instakill mechanic is not part of standard play, but instead a part of the increased difficulty toggles AKA A Merciless Alteration/That Perilous Yearning.
Daddy Kaneki 14. maj kl. 11:50 
Is it possible to disable the Mechapede? I'm not a fan of instakill mechanics

Also, is this safe to install mid-playthrough? I'm currently having way too easy of a time in the mid/lategame
Snicks 12. maj kl. 11:40 
@rakko just to make sure, they didn't have any heavy weapons, or detonate a body the grenadier was standing on?
RakkoHug~<3 11. maj kl. 22:32 
BUG: Psi turret's "Fuse" ability is capable of detonating Grenadier with NO explosives remaining.
b9thirty99 9. maj kl. 15:48 
This mod kicks ass...in a good way. Amazing work, thank you!