XCOM 2
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A Requiem For Man: The Requiem Legion
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File Size
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978.711 MB
24 Sep, 2022 @ 4:18pm
14 Jul @ 1:56am
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A Requiem For Man: The Requiem Legion

In 2 collections by ReshiKillim
Reshi's Requiem (And other Reshi stuff)
17 items
A Requiem For Tedjam - The Official Beyond Legendary Collection
308 items
Description
The Requiem Begins Anew

This mod brings back a significantly expanded and enhanced roster of Aliens originally from the old A Requiem For Man mod, as well as improvements on mechanics and designs in it, which unfortunately suffered from a number of major compatibility issues. Issues which are not present in this mod. Please note that all the fancy loot and items will be in a separate companion mod, this is purely an enemies mod.

The Requiem Armory! Please note that if The Requiem Armory is not in use, Enemies from The Requiem Legion WILL NOT drop ANY LOOT, unless manually configured to do so.

Configurable Dual-System Enemy Progression

Contains a secondary spawning control system for the player for the disgusting Aliens introduced by this mod, allowing for a much more easily balanced experience. Enemies be can be controlled with a combination of Research Progression Requirements and Campaign AKA Golden Path Requirements, rather than simply appearing whenever the Force Level system says it's time, which can be a fair bit less than consistent over different modlists.

This system is Configured in the XComRequiemLegionSpawningRulesets ini file. MCM Support for this feature, is unfortunately, not possible as it can only be configured while the game is not running.

Introducing The Requiem Legion

The Dreaded Taipans arrive, and they are joined by multiple Murderous Mechtoids, a quartet of Astonishing Archons, A Trio of the Amazing Andromelids, and even more horrors! Let the cannons sing, and set forth to meet them in glorious battle!

Not for the faint of heart. Pain is included. The Mod Author denies all responsibility for horrendous squad wipes, dead soldiers being corpse launched into space, and disastrous shenanigans on the battlefield.

Compatible with Long War of The Chosen

And pretty much every other mod that I've tried it with, which is a lot. No real incompatibilities that I'm aware of, aside from the old classic version of ARFM.

Recommended but Not Required Mod
Gotcha Again Redux - Allows the UI to process special World Effects, allowing the Tile Indicator to properly warn of new environmental hazards.

Credits

Claus for being an awesome muse and having inspired a great deal of the content in this mod, some of whom's assets were also modified and incorporated into this mod.

Hulk for some epic contributions in assisting in the creation of custom assets for this mod.

Kexx for the lovely Archon Valkyrie Model, which was further modified by me.

Pavonis Interactive for the Long War Chryssalid Model, which was further modified by me.

The gorgeous Animations used for the Taipans are from Mr Danger Dude's Viper Animations Repository, all credit for these lovely anims belongs to him!

A special Thanks to RustyDios and NeIVIesis for allowing me to make special variants of their Target Icons for use in this mod!

The Mighty DeaconIvory for some lovely screenshots used as preview images.

NOTE: This Mod, and its Companion, though mostly finished, are still in A WIP State. Significant changes and QOL, such as new enemy types may still occur.
Popular Discussions View All (4)
10
15 Apr, 2024 @ 2:49am
Futher Plans
45fg45
6
4 Sep, 2024 @ 10:04am
Any way to disable some abilities?
Hayaji
2
28 Jan @ 6:32am
Difficulty is way through the roof
johanas.azzaid
609 Comments
Rtma Eros Paragon 13 Jul @ 4:39am 
@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 @ 4:34am 
@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 @ 1:55am 
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 @ 4:53am 
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  [author] 1 Jul @ 9:04am 
@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 @ 5:06am 
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 @ 2:56am 
Are these units suppose to replace the majority of units in late game? cause that is was I am experiencing.
RakkoHug~<3 30 Jun @ 11:56pm 
Oh now reading the description altar can indeed do that in a single turn. Was it changed recently?
RakkoHug~<3 30 Jun @ 11:51pm 
Altar just managed to do AOE attack in one turn instead of charging up for three turns.
Tommy 27 Jun @ 10:31am 
@Soul thank you, maybe elirium, I have not unlocked elirium.