XCOM 2
A Requiem For Man: The Requiem Legion
611 comentarios
EvilBob22 hace 20 horas 
No, they are integrated into the Advent pods.
Kaybern hace 21 horas 
is this a raider faction?
Rtma Eros Paragon 13 JUL a las 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 JUL a las 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 JUL a las 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 JUL a las 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  [autor] 1 JUL a las 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 JUL a las 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 JUL a las 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 JUN a las 23:56 
Oh now reading the description altar can indeed do that in a single turn. Was it changed recently?
RakkoHug~<3 30 JUN a las 23:51 
Altar just managed to do AOE attack in one turn instead of charging up for three turns.
Tommy 27 JUN a las 10:31 
@Soul thank you, maybe elirium, I have not unlocked elirium.
Soul 26 JUN a las 6:22 
You need the armory mod and elirium unlocked or something
Tommy 26 JUN a las 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 JUN a las 21:33 
OK Rakkohug thanks for your help
RakkoHug~<3 22 JUN a las 20:46 
Noticed that Mechapede can now be fultoned without game crash. When was the fix implemented?
RakkoHug~<3 22 JUN a las 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 JUN a las 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 JUN a las 20:14 
Rakkohug thanks I will check out the ini files and see if I can find it.
RakkoHug~<3 21 JUN a las 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 JUN a las 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 JUN a las 13:36 
i wish this was a raider faction
andrews94 21 JUN a las 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 JUN a las 2:24 
this is truly insane
MrShadow 16 JUN a las 19:48 
Reshi, if you get a chance, can you private message me? I would like to talk :)
ReshiKillim  [autor] 12 JUN a las 9:37 
@Rakkohug Feature, not a bug. It's even written in the F1 information, if you use YAF1.
Soul 12 JUN a las 7:24 
Ngl with how bs some moves can be,I don't even think its a bug lmaooo
RakkoHug~<3 12 JUN a las 7:08 
BUG: Mechapede line AOE can by-pass shield points to directly damage the HP.
RakkoHug~<3 5 JUN a las 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 JUN a las 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 JUN a las 5:43 
Is the Niven research item actually available for manufacturing?
Snicks 31 MAY a las 10:49 
confirming the below, happens with similar abilities to holy warrior too
AWOL 30 MAY a las 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 MAY a las 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 MAY a las 14:55 
BUG: Seraphim's reaction attack can hit Ranger with untouchable.
bidiguilo 24 MAY a las 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 MAY a las 13:20 
Medikit.
Tommy 19 MAY a las 3:01 
How to remove Corrosion speedily?
RakkoHug~<3 16 MAY a las 15:50 
But Grenadier indeed lacked all explosives including the heavy weapon.
RakkoHug~<3 16 MAY a las 15:24 
Hm... I will go ahead investigate further, Snicks. Thank you very much
Daddy Kaneki 15 MAY a las 20:57 
I enjoy the Scrin Mothership sound effects for the Altar, lmao
Daddy Kaneki 15 MAY a las 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 MAY a las 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 MAY a las 12:27 
Thank you Reshi ♥
ReshiKillim  [autor] 14 MAY a las 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 MAY a las 12:18 
Oh okay thank you. I appreciate the very rapid response.

Is it safe to install mid playthrough?
ReshiKillim  [autor] 14 MAY a las 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 MAY a las 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 MAY a las 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 MAY a las 22:32 
BUG: Psi turret's "Fuse" ability is capable of detonating Grenadier with NO explosives remaining.