XCOM 2
[WotC] The MOCX Initiative
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Update: May 10, 2022 @ 7:20am

Trying to see what I messed up in the previous update, what I changed should only take effect when you're doing the final story mission for MOCX.

Update: May 5, 2022 @ 8:29am

MOCX Leader unit should actually spawn as intended now.

Update: Feb 11, 2022 @ 8:44am

Removed Spec Ops Durability from rookies.

Update: Feb 10, 2022 @ 10:45am

Re-added cooldown to MOCX's evacuation ability, so they don't spam it and lose their turn sometimes.

Update: Jan 29, 2022 @ 2:52pm

Changed auto capture mechanic to account for bleedout mechanic changes. (E.g that it's fake again)

Update: Jan 15, 2022 @ 5:58pm

Forgot to update the auto dark evac to account for the bleedout system reversion. Whoops.

Update: Jan 6, 2022 @ 9:31pm

Fixed issue with bleeding out not working. Thanks to FearTheBunnies on Discord for this.

Update: Jan 3, 2022 @ 6:44pm

Added log statements to show what precisely is failing the bleed out check.

Update: Dec 30, 2021 @ 9:19am

Added minimum chance for MOCX bleedouts, adjustable in the mod's XComGameCore.ini file.

Update: Dec 7, 2021 @ 5:37pm

Reverted bleedout methods to the previous "fake" bleedout method. Interrupts kill abilities but it's more reliable in making sure the combat AI doesn't break.

Removed check when making sure a new class for a captured MOCX unit is viable: this is to make it much easier to give captured MOCX units their own unique classes like with the recently released Proficiency Class plugin mod.