XCOM 2
[WotC] The MOCX Initiative
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Update: May 14, 2018 @ 12:23pm

Modified MOCX unit AI: high priority shot logic now ignores any units on eTeam_TheLost: this should make MOCX consider XCOM more of a threat compared to the Lost when checking if they have any solid hits they can land.

Update: May 6, 2018 @ 4:28pm

Added more armour points to MOCX:

Kevlar now has 1 point.

Plated has 2.

Powered has 3.

Update: May 5, 2018 @ 4:47pm

Added Odd Explosive Protection to MOCX squad members.

Kevlar tier get 20% damage reduction from car and other environment explosions.

Coil tier gets 40% damage reduction from car and other environment explosions.

Plasma tier gets 50% damage reduction from car and other environment explosions.

Update: Apr 26, 2018 @ 11:45am

MOCX story missions no longer disappear when failed by XCOM.

Update: Apr 25, 2018 @ 5:55am

Added safety check for unstable highlander hook.

Update: Apr 23, 2018 @ 3:59pm

Fixed error in squad handling for upcoming mod.

Update: Apr 23, 2018 @ 2:09pm

Update to the back-end for things. Things.

Update: Apr 22, 2018 @ 7:54am

Long Watch is now considered an Overwatch equivalent ability by Snipers. (This lets any snipers with Long Watch actually Overwatch now.)

Fixed some endgame abilities for Grenadiers not being set up in their AI tree. This means abilities like Saturation Fire are now fully usable by them.

Rangers now have more of a preference for melee, if they can score a good hit with it.

Specialists now know how to stabilize their bleeding out squadmates: this lets them use their other recovery abilities to maximize their squadmate's chance for survival as they try to leave the battlefield.

Update: Apr 21, 2018 @ 8:07am

Reclaimed now have a proper AI tree of their own: this lets them use abilities like Combat Presence and Manual Override, along with having a better idea of when to use risky abilities like Wrath.

Update: Apr 15, 2018 @ 5:27pm

MOCX Snipers will now prefer using their sniper rifles over their pistols, when taking shots against high priority targets (think enemies they can kill easily, or have very good shot chances with).

Altered the auto research MOCX can get after beating the offsite facility raid: it allowed for MOCX to get their MECs way earlier than they should have. It now has the following logic:

If MOCX does not have the first squad size upgrade, they receive that.

If they have the first squad size upgrade, but haven't yet researched genetic strengthening, they receive that.

If they have both, they receive nothing.