XCOM 2
A Requiem For Man: Strongholds Standalone
66 kommentarer
Rtma Eros Paragon 6. juli kl. 5:55 
Like to report a bug, just did some troubleshooting with my active mods and found once you got power armour (Warden) and apply to females their leg section in customisation disappears (so does the legs) Predator and Kevlar armours are fine, males are fine, just that from this mod alone.
yamilonewolf21 27. juni kl. 13:36 
More or less bricked my save, got to the teleport room and there were 50+ enemies because the reinforcements kept spawning and i went the wrong way, but the game wasnt sending them so they were ALL in the final room
Lebowskichild 15. juni kl. 14:54 
Hi @ReshiKillim

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?
exultiaa 10. juni kl. 22:18 
55 enemies just at the Ascension Chamber alone is crazy man
DaViper 20. apr. kl. 18:07 
@budderhydra: it is RIGHT IN THE DESCRIPTION:
Will probably not function properly and is likely to break the Strongholds if installed or uinstalled mid-campaign.
budderhydra 20. apr. kl. 4:32 
Is this safe to uninstall mid-campaign? I managed to get through the whole thing without deaths, but it took seven hours and way to many reloads for me to recount, and frankly I don't want to touch this again. I am in the Skyranger, I have no other Chosen Lairs unlocked.
Dragonlord 27. nov. 2024 kl. 6:44 
This feels like an old school reshikillim mod. The difficulty is out of control for sure. I don't think even 6 supersoldiers (from that broken mod) can even make a dent to what is coming from that gate at high force levels. It;s dropping every turn deadly super pods. Oh well at least i got a save before entering. Should be a warning on the description anyway had a blast getting destroyed.
ReshiKillim  [ophavsmand] 19. sep. 2024 kl. 21:00 
@Strawberry Blonde, this mod cannot, but you should be able to add the alternative maps pack that adds all the maps from this mod
Strawberry Blonde 19. sep. 2024 kl. 9:47 
Can this be added mid campaign? I already have the requiem mod and its armory. Is this included with them?
ReshiKillim  [ophavsmand] 17. sep. 2024 kl. 23:09 
@Th3RadMan You can configure the encounters or mission schedules in the mod's configs, but I don't know how much of it all will actually take effect in this case, as Chosen Strongholds work differently than standard mission types
Th3RadMan 17. sep. 2024 kl. 17:50 
+1 on any way to nerf. Expected to be difficult, but I'm also stuck. Plus don't want to drop campaign
Victor de Noir 30. aug. 2024 kl. 9:08 
I tried giving this another shot, but as I have a lot of enemy mods I am simply stuck in the first room. And the skyranger dust effect is also super distracting. Will have to drop this one.
Spekky Bone 24. aug. 2024 kl. 13:55 
Is there any way to nerf this? Ive hit a brick hall trying to get to the chosen chamber.
WerewolfMike 17. aug. 2024 kl. 18:57 
Too difficult for me i'm ashamed to say. I did enjoy the maps though. With the amount of reinforcements turning up instantly after the Chosen's take down, i didn't have the time to hit the pillar even once.
ReshiKillim  [ophavsmand] 15. aug. 2024 kl. 21:07 
Down.
DaViper 15. aug. 2024 kl. 17:50 
i noticed a change in enemy spawn sizes indicated in the changes. Up or down?

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.
Jackal 15. aug. 2024 kl. 7:29 
Ok, no problem, it's the normal for mods, sometimes I can salvage by editing the configs.

Thanks for the answers, the mod is well done but it makes the mission too long for me, that's why I removed it.
ReshiKillim  [ophavsmand] 15. aug. 2024 kl. 7:22 
Yeah, that's an issue of mid-campaign uninstalling it I'm afraid, strongholds are likely irrecoverably borked for the campaign without it, as the missions are generated way back at campaign start
Jackal 15. aug. 2024 kl. 5:22 
The issue was it that I disabled this mod mid campaing (before even reveling the strongholds) but it was probably pre selected when the campaing started. If I re-enable it, it works, but i don't know any other way to remove it and play it normally (without the maze and the super boss fight)
ReshiKillim  [ophavsmand] 15. aug. 2024 kl. 0:32 
Not sure what might possibly cause that issue for you as it exists in the mod's files by that exact name, but yes, you can nuke the map plots from the pool simply by deleting everything in this mod's XComPlots.ini file
Jackal 14. aug. 2024 kl. 14:05 
I added this mod on the start and decided to disable after playing one stronhold, is there a way to remove the maps from the pool? I was able to load assassin stronghold but hunter stronghold is caught in an eternal loop because it can't find the "Plot_ARFM_Stronghold_05"
Victor de Noir 14. aug. 2024 kl. 6:51 
Is there a way to disable the Skyranger "dust" effect. That is super distracting to look at when you are stuck in the first room, where very likely a pod with 8 guys is going to spawn at.
SuperDigga 2. aug. 2024 kl. 23:28 
Thanks MrMister
MrMister 1. aug. 2024 kl. 14:06 
@SuperDigga I've had no problem in either of the 3 strongholds in LWOTC/Mod Jam; just be sure to use it on a new campaign only.
SuperDigga 30. juli 2024 kl. 7:02 
Sooo is it LWotC compatible?
DaViper 29. juli 2024 kl. 23:55 
I don't have any mods dealing with the Avatar. Unless Rusty's Psionic rework has done something...shrugs...at a loss as to why it showed up. I was going to toss the pic up on discord in the xcommod server...probably still should to see if I'm solo seeing this or not. :steamthumbsup:
ReshiKillim  [ophavsmand] 29. juli 2024 kl. 21:43 
@DaViper Not my mod's doing, this mod doesn't add them into the spawning pool.
DaViper 29. juli 2024 kl. 19:49 
I just had the Avatar pop up in the chamber. Fortunately for me he spawned in next to a bladestorming sword wielder, so all is well, but this breaks immersion. We aren't supposed to even KNOW about that until a bit later in the narrative.
Kranford T. Butcher 9. apr. 2024 kl. 14:34 
First off, I'd like to say I love the expanded fortress and the new inner sanctums.

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.
SuperDigga 9. apr. 2024 kl. 9:06 
Is this included in any other Requiem mods that are LWotC compatible? Or do i subscribe to it?
Epigamesh 24. mar. 2024 kl. 3:29 
@ReshiKillim Just so you know, I just tested with a proper new (debug) game, all mods activated (with exception to loardabizi officer mod), encountered the warlock, and, this time, his stronghold could save properly.
Epigamesh 23. mar. 2024 kl. 11:34 
@ReshiKillim If I'm not mistaken, it should be Plot_CSH_Stronghold_Short_03
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.
ReshiKillim  [ophavsmand] 23. mar. 2024 kl. 11:09 
@Epigamesh, By chance, does the log show which stronghold map you were trying to load into?
Epigamesh 23. mar. 2024 kl. 10:28 
So after some troubleshooting :
- 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)
Epigamesh 23. mar. 2024 kl. 9:39 
Aaand, upon now beginning the warlock fortress, I'm now encountering the same bug as stated before in the comments : spawning on an outdoor small parcel in middle of the void, and filled with ennemies (or even spawning in the void in my first attemp).
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).
Epigamesh 17. mar. 2024 kl. 3:43 
Overall, I have liked the changes introduced :
- 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)
Epigamesh 17. mar. 2024 kl. 3:31 
(2/3) :
- 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.
Epigamesh 17. mar. 2024 kl. 3:27 
More detailled story (1/3) : the mod is presented as hard and I wouldn't indeed consider it balanced for 6 soldiers vanilla squad. For my part, I had edited the configs to use a 8 soldiers squad for this mission. The classes used are a little better than vanilla (no broken ones ; I use currently MrCloista's covert war class pack, and had a proxian along with it, as well as three laser sparks with some personal nerfs/editings). The adversaries are numerous (more than one hundred kills in the end) but, with this configuration, this was a really great experience.
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
Epigamesh 17. mar. 2024 kl. 3:26 
I have just tested a strongghold for the first time with this mod, and thought I could give my feedback (especially since there haven't been so many so far and I find them sometimes helpfull).
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)
Marcus 30. jan. 2024 kl. 11:46 
The reinforcements come on top of the chamber that you have to land on to get to the final showdown, EVERY TURN i get 8 advent appear, so way to hard.
Cúchulainn 18. jan. 2024 kl. 10:27 
Ah, bummer then, thank you @ReshiKillim . I have activated it, but the strongholds haven't spawned yet (haven't done the cover op to spawn them in) so I guess I can just remove the mod again and there should be no issue :)
ReshiKillim  [ophavsmand] 17. jan. 2024 kl. 18:43 
@Cuchulainn It will not work properly
Cúchulainn 15. jan. 2024 kl. 21:56 
If we activate mid-campaign before Stronghold is spawned, do you think that would be okay or not?
ReshiKillim  [ophavsmand] 21. dec. 2023 kl. 19:02 
@S!rAske A few answers to your inquiries:

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.
S!r Aske 21. dec. 2023 kl. 3:35 
Forgot to add, i also tried to use restartlevel after coming into the chosens lair where the sarcophagus is, but the sarcophagus was still not killable nor did the chosen spawn in. My enemy counter mod showed that there was 1 remaining even after i killed all visible enemies. so my guess is that is related to having to use killallai to progress
S!r Aske 21. dec. 2023 kl. 3:34 
Hi, just wanted to share my experiences/issues with the mod, since i cant tell what are features and what may be a bug:
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
DaViper 11. dec. 2023 kl. 2:24 
@ReshiKillim Whatever you patched...worked. The battle against Hunter was a nightmare, in the best possible way. All of the issues I mentioned went away and after a bitch of a fight, I put my favorite Chosen in a box.
TYVM!!!
DaViper 10. dec. 2023 kl. 16:35 
As an addendum, if it does break again, I can send you the mod list I'm running, but after nearly 2700 hours at this obsession, I try and curate what is being loaded to not break things. Heh.
The mods I'm running don't seem to be in conflict with Requiem Strongholds in anyway.
DaViper 10. dec. 2023 kl. 16:29 
@ReshiKillim This was a pre-campaign installation for this run as I really liked the idea of the fortress being a bit "MORE".
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!:steamhappy:
ReshiKillim  [ophavsmand] 10. dec. 2023 kl. 11:18 
@DaViper Was this a mid-campaign install, or a pre-campaign install for you? As I just pushed an update that should prevent issues with Sarcophagus rooms breaking with some mod lists