XCOM 2
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A Requiem For Man: The Requiem Legion
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977.498 MB
24 Sep, 2022 @ 4:18pm
2 Jun @ 11:36am
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A Requiem For Man: The Requiem Legion

In 1 collection by ReshiKillim
Reshi's Requiem (And other Reshi stuff)
17 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
586 Comments
ReshiKillim  [author] 8 hours ago 
@Rakkohug Feature, not a bug. It's even written in the F1 information, if you use YAF1.
Soul 11 hours ago 
Ngl with how bs some moves can be,I don't even think its a bug lmaooo
RakkoHug~<3 11 hours ago 
BUG: Mechapede line AOE can by-pass shield points to directly damage the HP.
RakkoHug~<3 5 Jun @ 5:45am 
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 @ 3:40pm 
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 @ 5:43am 
Is the Niven research item actually available for manufacturing?
Snicks 31 May @ 10:49am 
confirming the below, happens with similar abilities to holy warrior too
AWOL 30 May @ 11:39pm 
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 @ 12:05am 
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 @ 2:55pm 
BUG: Seraphim's reaction attack can hit Ranger with untouchable.