XCOM 2
[WotC] The MOCX Initiative
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Update: Apr 14, 2018 @ 8:01pm

MOCX should be able to actually auto-evacuate this time. (The previous version required an action point to use....which a bleeding out unit didn't have.)

Added additional logging statements for Reclaimed units when their abilities are getting initialized.

Updated magnetic tier weapon cosmetics. This means starting cannons for MOCX Grenadiers should look correctly when fired now. MOCX Snipers meanwhile get longer barrels for their rifles.

MOCX Gremlins now use custom ADVENT-style cosmetics instead of the standard XCOM style.

Update: Apr 12, 2018 @ 8:15am

Skirmisher abilities on Reclaimed should now be attached to the proper weapons.

Added logging statement just in case they're not, so I can get further information about where the problem is.

Update: Apr 11, 2018 @ 8:50am

Expanded patrol areas of MOCX squads.

This means that they're no longer consistently close to the objective, but should be more spread out around the map.

(This should also make it less likely they'll be able to kill the VIP on Turn 2 if you get them on a Rescue Stranded Agents mission.)

Update: Apr 4, 2018 @ 8:31pm

Altered priority of event listener trigger for bleedout evac, this should make it work.

Fixed error in reaper handling code: this was actually working previously.

Update: Apr 2, 2018 @ 8:00pm

Fixed error in arrays of XComGameData_CharacterStats.ini. This should let abilities like Soulfire or Capacitor Discharge have damage values now.

Update: Apr 1, 2018 @ 10:11am

Fixed error for Rangers checking if they had activated Reaper: they will now try to use melee when its activated, and priortize targets they can kill (or at least hurt very badly) that aren't the Lost.

Fixed error in application of burning status effect for plasma melee weapons of MOCX: the burning effect had a damage spread of 50, which has now been reduced to 1.

Fixed error in initial ability handling for MOCX units: they now get any PCS abilities they should have. (For now, this is just Long Jump and Mimetic Skin)

Added new dark event: Genetic Strengthening. This adds +3 HP to all organic MOCX units if it activates.

Update: Mar 28, 2018 @ 5:23pm

Fixed logic errors in the condition logic, such as allowing bleeding out but disallowing being knocked out, which is part of bleeding out. (This should mean MOCX should actually start auto-evacuating when they bleed out now.)

Update: Mar 24, 2018 @ 11:55am

MOCX units are now far less likely to waste their special abilities (Chain Shot, Deadeye, Fuse, etc) on the Lost and other non-important targets.

Update: Mar 23, 2018 @ 4:16pm

MOCX units still bleeding out when XCOM secures the area on a mission, will automatically have capture attempts on them.

Update: Mar 18, 2018 @ 8:03am

Snipers should be a bit more aggressive now.