XCOM 2
The MOCX Initiative (LW2 for Base Game)
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Update: May 21, 2017 @ 10:25pm

MOCX indicator is now in the Resistance Management screen.

Update: May 21, 2017 @ 9:47pm

Fixed how UIScreenListener_StrategyMap was handled so it wouldn't cause crashes on entering a tactical mission, nor the bottom of Avenger bug to occur far more frequently.

Update: May 21, 2017 @ 3:20pm

Fixed error in XGCharacterGenerator_DarkXCom that would result in appearances not being used.

Update: May 21, 2017 @ 2:24pm

There is now a UI indicator on the Geoscape at the chances of getting a MOCX intervention on the next mission you do. In addition, tactical soldiers should now actually resemble the squad chosen for the mission in not just class, but appearance too.

Update: May 9, 2017 @ 11:09am

The missions will no longer disappear in a region that has been liberated. This will only work for missions that haven't been spawned yet.

Update: May 8, 2017 @ 2:29pm

MOCX soldiers now have a flipped XCOM symbol for the target enemy UI.

Update: Mar 30, 2017 @ 6:21am

MOCX Kevlar armor is no longer available to XCOM.

Update: Mar 21, 2017 @ 7:53am

Kevlar update - MOCX soldiers start off with a weaker armor that gives them 2 HP and 1 armour point. They upgrade to normal plated armor with the Coil tier Dark Event.

Update: Mar 12, 2017 @ 8:54pm

MOCX squads with insufficient trained soldiers will now field rookies alongside whatever available personnel are on a mission. No more one person Specialist/Scout pods!

Update: Mar 12, 2017 @ 8:29am

Check to use the character pool is no longer reversed in the character generation script. (This would cause it to use randoms if there were valid characters and vice versa.) Also removed Focus PCSes from the projects since you can build those separately in LW2