XCOM 2
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Raider Faction: Cult of Jariah
   
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3.280 MB
23 Apr, 2018 @ 6:54am
17 May, 2022 @ 11:06pm
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Raider Faction: Cult of Jariah

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
97 items
Description
"Jariah was a good woman once. Someone I could even call my sister. When I thought her lost to the aliens, I mourned her. When she came back, started spreading her heresies....well, I won't particularly mind XCOM eradicating as many of her followers as they can along the way." - Geist

The Cult of Jariah is a psionically dominated cult, and one that may prove a surprise threat to everybody (Lost, XCOM, Resistance, Aliens, etc) on missions.

They are made up of large squads that start at four and work their way up to six, that appear when the Cultist Incursion SITREP appears on a mission.

They consist of:

Fanatics - half-naked, armed with just a pistol and a firebomb, these fanatics will make up half of a given squad. They're fragile and can explode when killed, but their firebombs pack a hell of a punch. They later learn Lightning Reflexes and Quickdraw.

Necromancers - armed with a shotgun, these Necromancers can be a major force multiplier. They come with Aura of the Dead, which gives them a 50% chance of raising any freshly created corpse in their area. They later learn Sustain and Undying Will, which lets them convert any civilian in sight into a psi zombie upon their death. Unlike Aura of the Dead zombies, these zombies aren't tied to the Necromancer's lifeforce.

Due to their special ability, Necromancers will consider firing on civilians in normal missions, to try maximizing their army of the dead.


Fallen Templars - Templars seduced by the Jariah Heresy. These Templars start with the basic kit + Overcharged and Parry. They learn Deflect, Reflect, and Learn From Pain, which lets them get focus every time they're damaged.

FAQ
The game froze when it went to the Cultists turn!
You didn't have the highlander installed. Please install it.

The MacOS/Linux highlander isn't updated to work with this mod yet.
Sorry, can't do anything about it on my end, there's still issues with trying to cook the updated highlander for those systems (it just causes crashes at the moment) .

The mission ended when there were still some of these enemies left?
Unfortunately the nature of how XCOM's backend works means I would need to replace every single mission kismet in order to make them properly count as enemies for the game to track when it comes to mission completion. For now you can assume enemies just retreat once XCOM has eliminated all threats and is able to start focusing on them.
Popular Discussions View All (5)
3
1
13 Mar @ 1:04pm
Russian Tranlsation
Aks
3
10 May, 2018 @ 7:27am
Exalt
brolegion
1
29 Oct, 2018 @ 3:41pm
Half-Life Regular Army
brolegion
114 Comments
silverleaf1 30 Sep, 2023 @ 4:01am 
In my campaigns these enemies often get blown up when still together by Advent forces.
♥ Chitai~ ♥ 22 Apr, 2023 @ 6:26am 
Undying Will is kinda bugged because of the interaction. It's supposed to kill all nearby civilians and raise them as Zombies at a 100% chance upon the Necromancer's death. But since the unit maintaining the zombies is dead, the Psi Zombies also die shortly after being raised.
󠀡󠀡 16 Mar, 2023 @ 9:57am 
Sometimes when psi zombie appears, game can get stuck (for good)
freelancer 3 Sep, 2022 @ 4:25am 
Установил этот мод. Противники не совершают никаких действий, я просто их стреляю ка в тире
DarKeng 20 Aug, 2022 @ 1:52pm 
Honeslty, out of 5 other raider factions - this one is most annoying to deal with. Not only they come with ability to create psi-zombies (which is on its own it ok... but not literally all the time and on MY tern), but also quite literally bullet spounges and groups being SO FRICKING BIG. I can deal with rogue XCOM and their divercity, I can deal with glass cannon Phantom, I can deal with Marauders, but this guys? Yeah, its a bit too much
PandaFlame 23 Feb, 2022 @ 10:27am 
gotta say, i'm really glad that the sustain was nerfed into the ground. although, I personally think that 5/10/15 is a bit too small, but it's fine since I can just edit the value myself through the ini.
aciel.samael 21 Feb, 2022 @ 5:11pm 
A welcome update, was starting to reconsider keeping this one because the sustain interaction is kind of a chore to deal with, especially when you get a bunch of priests in the same mission. I do like that the cultist are a threat in that they just show up with firebombs and start throwing, but the necromancers really only need the reanimate ability to be huge threat.
Nitsah 20 Jan, 2022 @ 11:48am 
They should have the auto raise aura only take effect during their turn only. Getting some weird interactions when they are killed in the aura and game hangs if the corpse is flung into a bottomless pit.
RadzteK 23 Oct, 2021 @ 1:26am 
Can add restriction on sitrep so it wont spawn when mission has VIP??
Aks 21 Oct, 2021 @ 8:37pm 
Russian Translation
Thanks for this cool mod! I made a translation into Russian. Please add it!

Русский перевод
Распаковать в папку локализации мода (...\steamapps\workshop\content\268500\1368626625\Localization)
https://drive.google.com/open?id=19w7rhRGezc4Ji_uRSBy_YvgeEOlafXrn&authuser=axaaaid%40gmail.com&usp=drive_fs