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Could you tell me, is it this mod that adds the XCOM looking soldiers at the ascension chamber? I ask as they don't have health bars and as such it is a lottery, knowing if a shot/attack will kill them or not.
It was a great fight by the way and I'm not complaing, just wondering if it's a feature or bug?
Will probably not function properly and is likely to break the Strongholds if installed or uinstalled mid-campaign.
Because if "up", it won't happen for me. It is a nightmare in the main chamber. It requires a "gamey" logistical mentality to try and squish out enough AP to knock out the stupid generator while the hoards keep spawning in.
This isn't 'fun' and if running as standalone, REALLY jarring at the difference in difficulty between the campaign outside those chambers and what happens within.
I appreciate the work that has gone into this, but if something is technically awesome but as fun as a rotten tooth, then it won't work for a LOT of players thinking this might just that: a fun change.
Thanks for the answers, the mod is well done but it makes the mission too long for me, that's why I removed it.
However, there is one small bugaboo. Namely that I'm getting some strange texture error with the spots that are supposed to be pools of water. Instead they look like some sort of disco ball dance floor in a night club, with arrows all pointing in one direction. I'm wondering if the problem is at your end or at mine.
Overall, this is a 9/10.
By the way, do you know if there's a fast way to test these missions on debug (some commands to make them spawn, perhaps ?) As I said, I'm almost certain my - debatable - mod management is responsible for the problem I'm currently encountering, but, for futures playthroughs, it would be great if I could verify, before beginning, if I'm not mixing incompatible mods together.
- The map can't load even if I only keep Covert Infiltration and its dependencies activated (with this mod)
- The map can surprisingly load if I deactivate this mod.
=> I may have broken something in my save with my desactivations and activations of mods mid-campaign (it is as if the stronghold was generated without this mod)
Is this is due to a mod conflict, I don't know (yet) what which one is causing this, but will report if I find something (I'm using some map mods, by the way, but they hadn't caused any problem so far in my modpack).
- The new map parcels introduced some novelty
- The first battle with the assassin, before entering the gate, was a good idea
- Having to kill all ennemies at the end is waaay more logical than base game
I could add for those wondering, that the proxian and my (modified) laser spark could use the gate without problem. The hacked robot could not, however (which is base game behaviour, if I remember)
Thanks for this mod, again, it was a great experience (a more than five hours long hellish one too, with guns blazing and fire spreading everywhere, I will definitely remember, and now look forward to in my future missions)
- In the first half, I was at some point spotted by two specters behind a wall. They crossed the wall and attacked, whereas the rest of their team was forced to go around (to be fair, it would make kinda sense that only the specters nanites cloud could cross some wall crevices, so I don't really mind here)
- The counter at the end of the mission (killing all remaining ennemies) was a bit strange, but maybe it was intentional : it indicated zero as long as the assassin was alive then mentionned the last ennemy only when I killed her (the mission ended then with the last ennemy). Was it because new reinforcements could, in theory, continue to arrive as long as she was alive ?
- I heard Tygan telling us again to destroy the sarcophagus (saying the chosen will regenerate indefinitely), even after whe destroyed it.
- The assassin was beginning to speak in the radio when whe arrived the sarcophagus chamber, before interrupting herself immediately with the apparition cinematic.
It might have encountered some small bugs, but none were game breaking :
- Two red barrels near a door didn't seem to provide half cover even if they visually should have (I didn't think about doing a game capture, unfortunately)
- The assassin radio icon wasn't showing off when she was speaking during the first half of the dungeon
I should also precize that I'm running a heavily modded run, which could generate some oddities in itself (I have currently more than 300 mods) and have even been deleting and adding some mid-campaign (even this one, I had it in the beginning, deleted it off midway, forgot about it, and crashed at first the game when trying to load the stronghold because the new map parcels were missings. So I reenabled it and could test it).
Short story first : it was awesome (I don't regret trying it, and it will definitely stay for future campaign)
(Longer story in the next comments)
1: The Chosen should try to defend the Ascension Chamber, that is correctly functioning.
2: Enemies all spawning in the opposite direction is unusual, but can happen, may or may not be bugged in your run depending on circumstances.
3: The Guardian spawn Wave is intended.
4: The Chosen should spawn when any enemy on the Alien team is killed, if that is not happening, something is bugged in your campaign.
I ran it as a part of the rather incoherent 2024 collection on steam
- Spawn in the chosen assault mission, all enemies spawn in one direction, while the gateway thing is like 10 tiles in the other direction.
- upon spotting the gateway, the chosen spawns alongside 2x reinforcements
- i kill the chosen and the reinforcements, then i go to the actual chosen lair thing.
- I rush to the big sarcophagus, but my characters dont spot it, nor does the usual cutscene play that spawns the chosen. Instead theres like 30 enemies that spawn in the 4 corners. After killing them and the following reinforcements . Nothing happens, no chosen, cant shoot the sarcophagus.
- I had to use killallai to progress the mission, which correctly spawned the chosen in.
I downloaded the mod and started my campaign like 1 month ago, but i had this bug 2 days ago
TYVM!!!
The mods I'm running don't seem to be in conflict with Requiem Strongholds in anyway.
I use AML+Steam/Proton to play via Archlinux.
I have zero conflicts reported, plus latest updates to all of the mods (and yes, there are a lot of them) and the ONLY glitching I've seen on this run (beside this mod) has been guide missiles missing animation...but that is a known glitch that requires a MK3 launcher to show the animation for whatever reason. (Cosmetic glitch only. The items still work as intended.)
I have one more (Hunter) to go after, so I'll let the mods update and report back here once I start that mission.
Appreciate the effort!