XCOM 2
The MOCX Initiative (LW2 for Base Game)
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Update: Mar 11, 2017 @ 10:06am

Ensured squad cleanup post-missions will catch all MOCX soldiers that went on a mission.

Update: Mar 10, 2017 @ 1:52pm

AI Adjustments and Fixes Update - Scouts and Assaults will be more aggressive in flanking targets, all MOCX soldiers should now be using ABA-styled logic for deciding who to shoot and when to overwatch. Fixed wrong character group name with two achievements, added safety catch to make sure the active MOCX squad is cleared after a mission against them.

Update: Mar 9, 2017 @ 5:00pm

Actual Fix update - SMGs will now have their mobility bonuses. For real this time.

Update: Mar 9, 2017 @ 1:37pm

SMGs should now show their mobility bonus when used with the EXALT: Back In Action mod.

Update: Mar 8, 2017 @ 1:27pm

AI Update - Rangers should be less trigger happy and be willing to overwatch or other actions when suppressed, Specialists can use revival protocol on fellow agents (or supporting ADVENT/alien personnel) if they have it.

Update: Mar 7, 2017 @ 1:06pm

Coil and Beam Tier dark weapons now have visible weapon attachments, when used by XCOM through the EXALT: Back In Action mod. Also fixed issue with character pool settings re: MOCX soldiers.

Update: Mar 5, 2017 @ 11:22pm

MOCX Soldiers will now re-roll their selected PCSes when the Genetic PCSes event fires.

Update: Mar 5, 2017 @ 10:09pm

MOCX soldiers should now properly filter potential character candidates instead of reusing the same character over and over in rare scenarios.

Update: Mar 5, 2017 @ 12:57am

Added SMG bonus stats to Dark SMGs. This is mainly for the benefit of the EXALT: Back In Action mod, so SMGs work as expected if used by XCOM.

Update: Mar 4, 2017 @ 8:42pm

Combat proxies for MOCX units should now get auto-cleaned by LW2, and should now be eligible for usage with extract corpses. (The latter will be of use for an upcoming metamod)