XCOM 2
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A Requiem For Man: Gameplay Mutators
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16 Apr, 2022 @ 7:28pm
31 Aug @ 2:39pm
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A Requiem For Man: Gameplay Mutators

In 2 collections by ReshiKillim
Reshi's Requiem (And other Reshi stuff)
17 items
A Requiem For Tedjam - The Official Beyond Legendary Collection
303 items
Description
The Gameplay Mutators Mod Contents Summarized!

A Wide Variety of SITREPs, some beneficial to XCOM, some beneficial to ADVENT, some a mixed bag, and some beneficial to neither! A Bucketload of new Dark Events and Dark Event Chains, too many to list in the Steam Description of this Mod, due to character limit, designed to bring about horrendous terrors for the forces of the Resistance! And additional Second Wave Options

Extensively tested with Musashi's RPG Overhaul! Contains with built in Compatibility with Covert Infiltration! It has not been tested for compatibility with Long War of The Chosen, and may or may not work with it.

SITREPS
The Summary of What They Do
Rooftop Combat Training
Enemies in this location have been relentlessly drilled on how to exploit the advantages of High Ground, gaining a large bonus to Aim against XCOM Soldiers when they have a Height Advantage.
Vital Targeting Training
Enemies in this location have been relentlessly drilled on how to exploit the advantages of Close Combat, gaining a bonus to damage against XCOM Soldiers in Close Quarters Combat.
Rapid Targeting Training
Enemies in this location have been relentlessly drilled on how to exploit the advantages of Overwatch, gaining a bonus to damage dealt against XCOM Soldiers from Reaction Fire.
Experimental Armor Field Testing
ADVENT is field testing a new lightweight armor alloy. All enemies gain bonus armor.
Shield Deployment
After having been attacked by Resistance Forces while attempting to use the Restroom, the local ADVENT Field Commander has ordered that Shields be deployed to protect all enemies from the first instance of damage!
Advantageous Cover
All XCOM Soldiers gain Deep Cover, automatically Hunkering Down at end of their turn if they do not Shoot.
Stolen Shields
After having successfully mugged the local ADVENT Field Commander in the restroom and having stolen her personal Shield Generator, XCOM Soldiers gain a shield that blocks the first instance of damage taken!
Explosives Gallery
Rocket Launchers, Thrown and Launched Grenades, all have a 33% chance of being a free action. Blaster Launchers not included.
Medical Surplus
Bonus charges for all equipped Medikits.
Hidden Ammo Caches
Reloading becomes a Free Action for all XCOM Soldiers on this mission.
Chaotic Situation
An unusually powerful deployment of enemies is present, however a recent Resistance Operation has severely destabilized ADVENT's Psionic Network in the region, disrupting their communications. This allows each of XCOM's Soldiers Three Uses of the Blitzkrieg Ability and grants them the Rapid Reconcealment Ability, which conceals them if no enemies can see them.
Heavy Fog
All units have reduced sight and detection ranges. Additionally, All Soldiers gain the Rapid Reconcealment ability, which reconceals them if no enemies that can act can see them.
Hazardous Materials Cleanup Crew
A recent chemical spill has resulted in all Enemy units in this area having been given Sealed Armor.
Exposed Operation
XCOM's plans have leaked. All enemies gain Lightning Reflexes.
Gnawing Dread
The Screams. Dead and dying civilians lying across the ground. The fear that they may be next sets in, massively increasing will losses from Damage Taken, Panicked Squadmates, and the Deaths of Soldiers and Civilians on Retaliation Missions.
Advantageous Terrain
All XCOM Soldiers get a bonus action point for the entirety of the mission.
Rehearsed Operation
All XCOM Soldiers gain the Rehearsed Operation Ability, allowing them to periodically Run and Gun, gaining a temporary Aim Boost when they do.
Skirmisher Equipment Cache
A massive Skirmisher Equipment Cache located in this area has enabled XCOM's Squad to carry excessive amounts of Medical Supplies, Grenades, Heavy Weaponry Ammo, and Utility Items through this operation.
High Risks, High Rewards
Severe mismanagement of ADVENT supplies has resulted in the Local ADVENT Supply Officer getting executed, and also resulted in large numbers of Loot Crates and Explosives scattered across the map.
Counter XCOM Training
Ongoing ADVENT Training Exercises has resulted in the presence of large groups of weaker ADVENT enemies, under the leadership of extremely dangerous units, on this mission. Completing a mission that has this SITREP without any Soldiers Dying will reduce the Force Level slightly.
Infested Planet
A botched job of repurposing Alien equipment by Bradford's favorite host of the Resistance Radio has set off the dinner bell for every Chryssalid within a hundred miles. Expect Feral Chryssalids.


Dark Events and Dark Event Chains

There's an enormous bucketload of Dark Events, too many to add in this mod's description, but you can find a List of them under the Discussions tab. But for a summary, they come in two flavors. Singleton Dark Events, that just do their thing, and Dark Event Chains, in which the Dark Events can only come into play if previous Dark Events in the Chain are active, or if other conditions are met, depending on the chain. Overall, they stack for incredible terror!

By Default settings these Dark Events are not Permanent, but you can easily configure permanency and whether or not the Aliens are allowed to play certain dark events in the XComARFM_DE_Config ini file.

Additional Second Wave Options

Contains Multiple new Second Wave Options!

New Traits and Trait Mechanics!
Large amounts of specific details on these covered in the corresponding Requiems Page of the UFOPedia Mod, provided that you are running it.

If not, a basic rundown is weird new traits and stuff that are functionally positive and negative at the same time, granting your soldiers new perks and abilities at a terrible price.
Popular Discussions View All (3)
5
12 Apr @ 6:02am
Russian Translation
Sadler
6
19 Jul, 2024 @ 4:14pm
The Big List of Dark Events
ReshiKillim
0
28 Nov, 2024 @ 7:46am
Gamebreaker bug on one of the mutators
ArtanisKAI
171 Comments
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.