XCOM 2
[WotC] The MOCX Initiative
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Update: Oct 4, 2017 @ 1:01pm

Long Jump is now Wall Climb.

Call for Evac is now a free action for MOCX units.

Update: Oct 4, 2017 @ 9:25am

Can no longer gain Captured AP from MOCX that evacuate, or from recovering their corpses with a Fulton.

Update: Oct 4, 2017 @ 3:37am

Objectives are now added to in-progress campaigns.

Update: Oct 2, 2017 @ 8:19pm

Added objective indicators: on new games, you'll have a very clear indication of where you are re: MOCX's mission chain status, plus whether they're active or not.

Hopefully issue with character pool not properly registering as empty once all characters have been used.

Fixed issue where covert actions would never spawn at all.


Lowered number of supply drops passed requirement for MOCX to be active.

Update: Sep 29, 2017 @ 5:16pm

Added LOS checks to grenade usage by MOCX.

(They will still use them on single targets if they're configured to, however.)

Update: Sep 29, 2017 @ 5:09pm

Reclaimed and Psi Agents can actually be captured now.

Heal/Will Project check now properly catches Reclaimed units liberated by XCOM.

Added bonus to capture chance if a MOCX unit is injured.

Update: Sep 28, 2017 @ 1:09pm

Added cooked version of md_MOCXSabotage_01 parcel: this removes the requirement for the missing parcel packages mod.

Reclaimed and Psi Agents can now be captured.

Reclaimed now look more like hybrids after capture.

Update: Sep 25, 2017 @ 10:48pm

Fixed erroneous .ini formatting of customization for Female Reclaimed.

Update: Sep 25, 2017 @ 8:46am

Captured units will also have will recovery projects initialized if required.

Added CounterpartClass variable to MOCX class templates: this will represent the class they should become if successfully captured by XCOM.

Added new ability point event for capturing a MOCX unit.

Update: Sep 24, 2017 @ 10:54pm

Fixed issue where captured MOCX soldiers wouldn't get their heal projects properly initialized.