XCOM 2
A Requiem For Man: Gameplay Mutators
173 Comments
ReshiKillim  [author] 8 hours ago 
It does infact, naturally go away.
BusyBard 8 hours ago 
Ok, thank goodness there's DeactivateDarkEvent ARFMDE_GrandEmbargo

It's a cool event, but it never going away feels bad. It ruins some classes and gimps probably several soldiers in any campaign. It'd be cool if there was an activity chain to take it out, but at least we have a console command.
BigHillsBigLegs 19 Aug @ 10:44pm 
alone and afraid, more like uh disabled cause that's not even remotely fun
Mr. Hotdog 13 Aug @ 6:06pm 
Tacocat is spelled Tacocat
Soul 12 Aug @ 11:50am 
To add to missing loc and name,the null lance knock don't have animations,it just,poof,and environment and enemy get damaged.
At least that was yesterday,idk if today update fix that or smth cause the changelog don't say much
Oniwabanshu 12 Aug @ 6:00am 
I made the mistake of enabling grim horizon and this mod on a LWotC campaign, in LWotC you are not guaranteed to find the missions to counter any of the dark events on the month, so i got up to 3 of these nasty events accumulate each month on the early game and i could do nothing about it.
Canthyse 9 Aug @ 4:49pm 
@Soul thats Null Lance Knock Version, you can go to a localization file and paste the ability name, "ARFMTA_KnockNullLance" and copy paste the Null Lance normal version for the description. Surely reshi will fix it one day, but this its how I solve it.
Soul 8 Aug @ 10:54am 
So huh those wounds things,they nice,tho I wish we could have some thread listing them.
But anyway,I got one of them "Knock" which give me psi abilities,which is neat,but have a "bugged" one,it seem to just be missing localization

Its the 4th abilitie,the beam one (giving a pic too just in case) (https://imgur.com/pqn6Ytd)
EasyName12345 3 Aug @ 11:49am 
Duplicate key index in: (KeyName=ARFMPYP_SectoidLauncher, EquivalentAbilityName[0]=RocketLauncher, EquivalentAbilityName[0]=BlasterLauncher)
EasyName12345 3 Aug @ 11:47am 
Duplicate key index in: (BehaviorName=TPYTryStunlaunchMulti, NodeType=Sequence, Child[0]=IsAbilityAvailable-RocketLauncher, Child[1]=TPYStunlaunchMulti, Child[1]=SelectAbility-ARFMPYP_SectoidLauncher)
Krynidian 31 Jul @ 6:40am 
Huh... Okay, that's interesting. I guess loading saves mid-mission can change the applied perks then? Since I loaded the in-mission save when I did that and am certain they had it before, and didn't anymore on the reload.

Well, while I'd still rather be able to disable that one specific ability or have it have one counter at least (and maybe it has one that I'm just not good enough to figure out, IDK), as I stand by my previous comment, I'm sure I can find some way to manage.

Thanks for the info it wasn't removed!
ReshiKillim  [author] 30 Jul @ 11:05pm 
@Krynidian It was not removed, and is not going to be removed, it's merely a chance of acquisition.
Krynidian 30 Jul @ 1:37pm 
And on loading the save after the recent update, I saw the BASHAR ability was removed from the mutons.
Thank you very much, back to enjoying the modlist!
Krynidian 29 Jul @ 6:13pm 
Hi Reshi!
I wanted to say that playing with your mods (including 'that Perilous Yearning') has been an amazing experience so far, and I've been tremendously enjoying my game using the long war 2 + tedjam collection you made.
In all of that however I've recently come up to one status that I find... frustrating to fight against, as it really feels neither fair nor fun in the way that it seems to work on my side right now, and that being the "BASHAR" upgrade for mutons. With it reducing all damage done to 1 no matter the source... it makes every encounter tedious when there is one with it, and (to me at least), impossible if there are more than 1.
So I wanted to ask if there was a way to remove that buff and if so where it would be? I couldn't find it in the INI files but I might have been blind.
In any case, thank you very much for your mods!
ReshiKillim  [author] 18 Jul @ 12:12am 
@Anelorfin The effects are permanent, yes, as the dark event does its thing then deactivates.
Anelorfin 17 Jul @ 1:05pm 
I already disabled it "+CANACTIVATE_REQUIEMDARKEVENT_LASTINGTRAUMA=false" but this was after the dark event activated, it works anyway?


Embraced Endings is enabled, yes. Is the dark event permament? I don't see it listed on the dark events UI
ReshiKillim  [author] 17 Jul @ 10:55am 
@Anelorfin You can disable it via config, but it should only be enabled if the Embraced Endings second wave option is active to begin with
Anelorfin 17 Jul @ 10:48am 
I like the mod, but "lasting Trauma" activated on my campaing and don't really like it. Is there anyway to disable it? its permament?
Soul 24 Jun @ 6:45pm 
Shield Deployment need a serious look at to remove it givin shields to spawning stuff
Like,an enemy summon more enemies? Bam they get shields
Reinforcements? Bam,shields
I'm doing a "rescue operative" in subway and the mission straight up become unplayable since it drop reinforcement every turn (8 enemies) and they ALL get a shield
Gonna remove that sitrep for now,but I hope it get changed to just enemies on the map when mission start,theres hard,and bs like that lmao.
jat11241976 24 Jun @ 7:07am 
For what it's worth, I like this mod and not knowing what God awful things are heading towards me. The second wave options are awesome! I couldn't imagine how much harder things get if this mod shipped with That Perilous Yearning on by default lol.
Taylem 23 Jun @ 8:56am 
Appreciate the effort put into the mod, but clear documentation on all functions is highly advisable. Saves everyone time; including the mod creator in having to answer the same questions constantly. Consider expanding available documentation to cover all settings brought forth by this mod. Be very awesome of you.
ReshiKillim  [author] 17 Jun @ 10:13pm 
If you're asking about a Pseudo-Wiki in regards to second wave options, if using the UFOPedia mod, it'll generate some informational entries about some of the mechanics in the Embraced Endings second wave option's traits, in that mod's informational section of its own internal pseudo-wiki.

However, that has absolutely nothing to do at all with the That Perilous Yearning second wave option at all.

If you're asking about the That Perilous Yearning second wave option, none of the information relevant to this second wave option is present in another mod. And, the second wave option is deliberately marked with a warning suggesting to Not Enable It , as it modifies the vast majority of pre-existing mechanics in the game, and introduces a vast assortment of new mechanics and modifications as well.

If someone enables it despite the warning label and does not enjoy the result, that's on them. There ain't no whistle blowing, it's entirely their own fault.
LightenedDark 17 Jun @ 3:24pm 
Okay so apparently googling to find WHICH mod was adding the extra features found here showed nothing except showing me my own old comment purposely listing the actual second wave options (that's past me!). "That perilous Yearning" would sure suck to ruin a new because something like +1000damage to all enemies snuck in without knowing which mod it comes from and then spending hours doing a binary search through 750 heavily curated, mechanical gameplay mods.

The mod author says that there's some information inside another, NOT linked mod that's a third of a gig! That's a LOT of googling/downloading/drive space/testing a to just say: 'all it does is add about 50 mutators that you get to choose between. Sort of like dark events? Don't know, but if it does, I guess I'll blow the whistle.
BusyBard 12 Jun @ 5:10pm 
Ok, I'll blame Odd for it. Thanks!
ReshiKillim  [author] 7 Jun @ 12:20pm 
@BusyBard You probably have the Spooky Scary Sectopods mod installed. This mod does not add Gunships or make that happen.
BusyBard 4 Jun @ 5:46pm 
Are gunships supposed to fire their BFG after a single XCOM action (not using the special reaction move after being attacked)? Tool tip says it fires after a turn?
Amikcze 23 May @ 3:10am 
Thank you so much, i am dumb :D
ReshiKillim  [author] 22 May @ 10:51pm 
@Amikcze Yes. You simply used the wrong name. The internal name of the darkevent is ARFMDE_GrandEmbargo
Amikcze 20 May @ 11:24am 
Can I somehow remove Grand Embargo using console commnad? i tried to disable it using ; in XComARFM_DE_Config ini file and in XcomGameData, but it's still here. Or is there another way to remove it? I am in 50h campaign and have it for like 90 ingame days, it pisses me off.
I also tried in console DeactivateDarkEvent DarkEventNameGRANDEMBARGO, but still nothing. Please help
Don Dònte 14 May @ 4:10am 
Is there a document/something that details what each second wave option does?
Especially for a Merciless Alteration, a Gentle Requiem, Embraced Endings and That Perilous Yearning?
표백된고양이 12 May @ 3:36am 
That's nice because now I look for best combination of AHW and ARFM on my tedjam env
ReshiKillim  [author] 11 May @ 5:35pm 
That Perilous Yearning will work just fine with it, and pretty much anything else.
표백된고양이 11 May @ 3:49pm 
Is it safe use Perilous Yearning with A Harder War : Chosen Pack? I think it can't run with AHA things if I enable Perilous Yearning.
ReshiKillim  [author] 11 May @ 11:54am 
@Sacred Coil There isn't a per-trait configuration method, no.

As for how to disable a dark event- Use the RemoveDarkEvent console command
Sacred Coil 10 May @ 6:54pm 
Is there a way to disable some of the traits in the config? Don't get me wrong, they're a great gameplay twist, but the Knock is a bit OTT.
RambelZambel 5 May @ 2:00pm 
you have to remove/disable the event with set an ; before +SitReps to ;+SitReps in the xcomgamedata.ini,
imevok 5 May @ 9:46am 
how to disable GRAND EMBARGO dark event, i set +REQUIEMDARKEVENT_GRANDEMBARGO_MAXDAYS=2 and +CANACTIVATE_REQUIEMDARKEVENT_GRANDEMBARGO=false in XComARFM_DE_Config.ini,but still cannot use grenade and missles
ReshiKillim  [author] 24 Apr @ 1:15am 
@Tinywhitecat The game mode is still in development and technically in an incomplete state, a lot more features yet to come! But am glad you're enjoying it.
tinywhitecat 23 Apr @ 4:57pm 
Running with Perilous Yearning - It's a bit unfortunate that the Chosen UI can't display more than 6 strengths. Warlock is up to 8 or 9 now with the capstone and ascension. Maybe it's possible to see it in their status effects on a mission? I haven't checked that.
TPY is so fantastic that I'm surprised it's not being sold as like a 'core feature' of this mod
RambelZambel 5 Apr @ 2:22pm 
dont know if its intended, "the thirst" is stacking every round/turn up to 3 times (so far) adds even an additonal icon everytime, does damage even when you miss(4dmg with 3 stacks, what removed one stack), i did 12 damage without crit with a conventional vector rifle on a hit
Stukov81-T.TV 4 Apr @ 8:24am 
yes it uses any class template that exists
RambelZambel 4 Apr @ 4:35am 
veteran soldiers option ignores and activates with "Disable Any Class Redux" disabled modclasses
Dęąth Viper 11 Mar @ 9:23am 
The yearning is real guys. I feel it kreeping in.
RhodeXLX 31 Jan @ 3:59am 
Will you ever tell us the secret to what That Perilous Yearning does? <3
Vivi 21 Jan @ 1:42am 
Thank you for the update!
Boisegangpc 6 Jan @ 5:38pm 
I keep getting the same Dark Events with Darkest Dawn enabled (Psionic Thorns and Bulwark of Faith). I assume I'm just getting unlucky here because 3 campaigns in a row have had this and I've not seen any other Darkest Dawn Dark Events.
evil-wabbit 31 Dec, 2024 @ 3:53am 
@ReshiKillim - FYI, the deflection threshold values are reversed in your code. I confirmed this by adjusting values up and down while using mag weapons and seeing if I could actually hit the assassin or not. When I set the +ARFM_DE_ImmortalMonstersMagDeflectThreshold=XX value to 1, then 0, every shot was deflected. When setting it to 100 every shot hit.
This setting is in the XComARFM_DE_Config.ini file.

I updated the values to 50 for conventional, and 80 for mag, then changed the text higher than XX to LESS than XX .
silverleaf1 30 Oct, 2024 @ 2:13am 
@Reshi - Does the three permanent dark events option include dark events that come with the game and ones added by other mods?
silverleaf1 28 Oct, 2024 @ 7:30am 
@ReshiKillem - Engines of the Requiem dark events refer to Gatekeepers & Sectopods. Requiem includes enemies similar to both. Are they covered by these events?
ReshiKillim  [author] 27 Oct, 2024 @ 6:45pm 
@silverleaf The dark event combinations valid for Darkest Dawns are pre-curated to be winnable, though brutal.