XCOM 2
A Requiem For Man: The Requiem Legion
638 Comments
ShunBrokuSatsu 11 hours ago 
I'm just gonna ask here as I can't find the answer anywhere but how are we meant to deal with the Veil ability of the Mirrors (Hinter variant)? Being unable to target it and having it be able to stay in that state forever is super unbalanced if there is no way to counter it.

Is there anyway to reveal them from this state or are you basically screwed if you don't have any sort of AOE in your squad composition?
Variant17 30 Aug @ 1:34pm 
can you turn this on mid campaign or?
Viper 29 Aug @ 8:11am 
Jesus I just had my team wiped by a single Hinter how do you kill this bitch!!
Tally 27 Aug @ 8:35am 
Some enemy abilities, like for example the Mechapede giant laser, seem to be hitting twice instead of once. Is this intended?
Oniwabanshu 19 Aug @ 1:14pm 
@ Penril one never knows given their cryptic patch notes.
Penril 19 Aug @ 5:44am 
I assume it is intended, since the ability localization also changed.
Oniwabanshu 18 Aug @ 8:03pm 
@ Penril I was about to post that the crucible of light was broken, i guess it was intended then.
Penril 17 Aug @ 11:03am 
Just noticed there was an update. I loaded a save from yesterday (I rage quit after trying several times to kill a Legate) and saw the change to Crucible of Light. Great change imho.

I firmly believe that no mod-enemy should be stronger than Avatars or Chosen (Ethereals being the only exception). So I welcome the Legate nerf. Still challenging, but not nearly as OP as before. Amazing job!
cmailco 15 Aug @ 1:29am 
Just ran into my second Legate of the campaign. Around 44 hp, 8 ablative. Luckily a small pod of 4 total. Took the other three out, stunned the Legate. Damage mitigation is insane on these guys. No idea how they do against psi abilities, as everything was physical damage with this squad.. but hitting for 3-4 hp makes for a rough time. Stun duration is not turns, but actions, and yes.. two of my squad were hit with req corrosion while the Legate was stunned.

Insult to injury, he had ~6 hp by the end of the turn. Healed 6, then got another 11 or so when 2 more aliens showed up. The Electrician class does well against it.. arc blaster attacks do more damage than plasma cannons and vektor rifles. One insane beast... but finally got it down in near the end of the 2nd turn. Haven't encountered one of these in a large pod activation yet.. like say, holed up with a base general. I don't even want to imagine that scenario...
AWOL 14 Aug @ 11:08pm 
To clarify, my campaign does not have That Perilous Yearning enabled and the current force level is 37.

Legates can show up on Very Light (12 enemy) Ambush Troop Column missions.
AWOL 14 Aug @ 10:44pm 
The new Legate is a buggy broken mess. (Part 2)

The 'The Crucible Of Light' ability reduces all damage taken by 90% so Legates have 500 effective HP. With the bugged 'A Fissive Orison' ability Legates are effectively immortal in LWOTC unless you stack an insane Master Sergeant squad that can do 500 HP damage in a single turn or can crit literally every shot since crit damage bypasses the damage reduction effect. This is an average of 50 damage per soldier minus crit damage in a full 10-soldier squad. In a single turn.

Armor pierce is useless as a way to overcome the damage reduction. The 'bonus' caps out at 3 armor pierce which for a plasma rifle means it 'only' has its damage reduced by 63%.

The previous version of the Legate was a fun and engaging enemy but the new one is an immediate kill on sight with a console command.
AWOL 14 Aug @ 10:39pm 
The new Legate is a buggy broken mess. (Part 1)

Legates can take a Magna's Supremacy action even while stunned. The Legate does not perform any animations when this happens and will appear in the 'stunned' pose. The 'Stunned' flyover showing how many turns the Legate is stunned for is also wrong if more than one source of stun is stacked. After applying a non-damaging stun the flyover showed 8 actions of stun left while the F1 UI showed 6. The F1 UI was the correct value.

The Legate perk 'A Fissive Orison' causes all damage received during the enemy turn to be healed at the beginning of the unit's turn. This also applies to the MEC Trooper or SPARK using a Syu'Quez Dominance Cannon. The unit is effectively immortal unless killed in a single turn.
MCMel 14 Aug @ 3:03am 
@Spartan. I have the same problem. A Discord user theorized that the passive effects of your soldiers drop off (e.g., the HP you got from your armour or Shadow that keeps your soldier concealed). The mod developer is informed and wants to investigate the issue. From my testing, only missions with legate are affected
Spartan. 14 Aug @ 2:13am 
@Tally Hey! I ran into the same problem. I beat the Legate before in my previous WOTC campaigns. It was challenging but felt fair enough.

Now I'm running the mod with LWOTC and it feels like its abilities are bug. My shinobi got instant kill out of nowhere even though they were still in concealment. All soldier's armor and health just vanish when running into it. And just like you said, weapon just does like 1 -2 damage.
I finally resort to using console command KillAllAIs and somehow that still couldn't kill it.
Tally 12 Aug @ 11:53am 
Can someone give advice on how it's even possible to beat Legates? It doesn't matter if I freeze them when the pod is inactive, they still have Crucible of Light and only ever take 1-2 damage from all of my attacks, then heal at the end of the turn. They also have the "All For Her Cause" ability even though I am NOT on hard mode.

It also appears that they cannot be stunned, because I've tried countless times across missions and not a single attempt has worked.
Bonnard 12 Aug @ 11:30am 
Just thank you for your work
猫猫 12 Aug @ 11:29am 
Is there a way to disable corrosion buildup outside of combat? It's kinda annoying to me.
Highwayman300 6 Aug @ 9:50am 
The new Legate's Crucible of Light ability tends to bug out a lot resulting on it not taking damage from most sources. Making a save and reloading tends to fix it, but seemingly not always.
Tally 2 Aug @ 5:29am 
@ReshiKillim Oh, is that so? I wonder if ABA is somehow messing with this mod, then. I'll try to make use of the toolset you've mentioned, thank you!
ReshiKillim  [author] 1 Aug @ 6:21pm 
@Tally Not sure what settings you're using in your modlist, but normally, there's strict restrictions on when various things can spawn, and there's actually an easily configurable toolset in the mod that will let you control when things can spawn.
Tally 1 Aug @ 8:17am 
I think the mod should be changed where these special aliens can't show up before their basic versions. I haven't even seen more than 2-3 normal Vipers, no normal Andromedons or Sectopods either, it's all just Requiem enemies...
MeAMoose 31 Jul @ 4:30pm 
I can deal with these aliens well enough, but they target civilians way too often on Retaliation Missions. I lost too many civilians on turn 4; I'd only just finished clearing the first half of the map.

To be fair this might be an issue with resistance forces activating pods.
John Baron 30 Jul @ 11:08am 
Maybe i'm missing smth but for some reason The Legate just doesn't take dot dmg for me. it triggers crucible of light and does the the damaged animation but takes no dmg. (Is that a hardmode/perilous yearning thing or do i have mod conflict or smth) :csgoskull:
Tally 29 Jul @ 5:55am 
The mod itself is cool, but definitely not even intended to be balanced, lol. Second resistance mission in the game already comes with 3 Taipan-led squads in addition to an extra SITREP and a Chosen. I have literally seen less of the "normal" versions of enemies than the ones in this mod.
RakkoHug~<3 21 Jul @ 6:34pm 
Oh Niven item can now be manufactured. Thank you Reshi :)
JugiBugi 20 Jul @ 12:50pm 
Edit: Lwotc + Ted Jam mod pack
And big thanks for all your hard work, amazing mods
JugiBugi 20 Jul @ 11:08am 
Hi, a possible bug report here: So a heavy mechtoid who has Unyielding Devotion was reducing my Templar's shard gauntlet melee damage due to holy warrior.
But the weird thing is that it was my Templar who had the holy warrior effect from my own advent priest (Petrock playable advent) and it seems somehow the game was thinking that the Heavy Mechtoid had the holy warrior effect when it didn't.
So to clarify: My own priest used holy warrior on my templar and now the templar's damage was reduced to almost nothing against the heavy mechtoid.
EvilBob22 15 Jul @ 8:30am 
No, they are integrated into the Advent pods.
Kaybern 15 Jul @ 6:45am 
is this a raider faction?
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.
Soul 26 Jun @ 6:22am 
You need the armory mod and elirium unlocked or something
Tommy 26 Jun @ 2:52am 
Are there any prerequisites for an autopsy? I got a lot of corpses, but there are no research items for dissection.
andrews94 22 Jun @ 9:33pm 
OK Rakkohug thanks for your help
RakkoHug~<3 22 Jun @ 8:46pm 
Noticed that Mechapede can now be fultoned without game crash. When was the fix implemented?
RakkoHug~<3 22 Jun @ 8:45pm 
Oh, here we go Andrew, it was mentioned on the patch note back in January:
"Moved the Legate's All For Her Cause Ability to be exclusive to Hard Mode, and made the radius of the ability configurable, due to issues of mod <> mod interactions."
andrews94 21 Jun @ 8:41pm 
Rakkohug Do you know what the Legate ability is called as I could not find a way to turn it off thanks
andrews94 21 Jun @ 8:14pm 
Rakkohug thanks I will check out the ini files and see if I can find it.
RakkoHug~<3 21 Jun @ 7:50pm 
Reshi, mentioned this quite sometime ago but never got a response back: Is the armor from altar research suppose to use floater as manufacturing material? Shouldn't it use altar remains? Is this a bug?
RakkoHug~<3 21 Jun @ 7:48pm 
Andrew, are you referring to the legate ability? The ability turns off when you take down the legate itself.
I believe Reshi mentioned several months ago that the Legate 1HP ability now has an ini file setting to turn it off if it is necessary.
Kaybern 21 Jun @ 1:36pm 
i wish this was a raider faction
andrews94 21 Jun @ 1:46am 
I love this mod but one ability prevents me from using it, and that is when you do enough damage to kill a unit but it stays alive with 1hp {not stasis), is there any way to disable this? thanks