XCOM 2
[WotC] The MOCX Initiative
Showing 51-60 of 156 entries
< 1 ... 4  5  6  7  8 ... 16 >
Update: Sep 5, 2019 @ 5:44pm

Updated XComDarkXCom.ini:

Now includes support to modify the encounter zones of MOCX Squads when they appear on a mission. This needs to be enabled manually in the .ini.


Updated Spawning Logic:

MOCX Squads should now have a way bigger encounter zone, and an initial spawn point that's less likely to be close to XCOM's starting position: They should patrol across more of the map and not be immediately discovered by XCOM in most missions.

Update: Aug 11, 2019 @ 2:56pm

Added additional haircut checks for the Reclaimed: hopefully this should catch any instances of human hair being added to them.

Update: May 25, 2019 @ 11:17am

Fixed redundant mission flavour text for Operation Broken Mirror after you've completed/failed it.

Update: Apr 16, 2019 @ 6:39pm

Units with invalid class names should now auto pick a class that is actually available.

Units that were already created with an invalid class name should now fix themselves when next used for a mission.

Update: Dec 30, 2018 @ 10:17am

Cancel MOCX Project covert action now properly works.

MOCX Covert Actions now appear in the covert action menu always: they will tell you if you don't meet the required influence level.

Odd Explosive Protection now only guards against car and other environment explosions: Reapers' Claymore and Shrapnel Claymores should now be unaffected.

Update: Dec 29, 2018 @ 6:03pm

Fixed checks for whether a MOCX Unit was alive or was captured not working. (These were mainly used for propaganda poster generation).

MOCX now reduces a mission's alert level by two if they appear on a mission: this should guarantee that they "replace" a pod instead of adding to a mission's pod size.

Update: Dec 28, 2018 @ 6:39pm

Fixed evac logic so it would account for Rebellious MOCX being installed.

Death check for MOCX Gremlins should now work properly.

Update: Sep 18, 2018 @ 9:24am

Updated content packages, MOCX Cannons should finally fire normally and original ADVENT Gremlin looks should now be restored.

Update: Aug 5, 2018 @ 11:54am

Capturing a MOCX unit via mind controlling them and evaccing them out is now properly supported.

ADVENT Sniper Rifles should now be visible again.

Cannons should finally have proper firing animations.

Update: Jul 26, 2018 @ 4:28pm

Fixed erroneous ini description.

Reduced ability points gained for killing a MOCX unit to 1 point.

Added hidden effect to MOCX units so they should have zero detection radius when bleeding out.