XCOM 2
The MOCX Initiative (LW2 for Base Game)
Showing 31-40 of 55 entries
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Update: Mar 3, 2017 @ 11:43am

Fix update - Training Ground Raid objective should now be always successful when hacked.

Update: Mar 2, 2017 @ 5:28pm

Sabotage MOCX HQ should now consistently generate with the right objective parcel.

Update: Mar 2, 2017 @ 3:07pm

"Achievement Unlocked" update - Added achievements for robojumper's Mod Achievement System, added proving ground project to build MOCX combat chips once mission chain has been completed. Vigilance should now have a slight effect on the chances of MOCX appearing.

Update: Mar 2, 2017 @ 12:27pm

"Oh there's the big kaboom" update - MOCX HQ mission now has the animations and effects for planting the bomb and setting it off. Also fixed missing image for the objective parcel.

Update: Mar 2, 2017 @ 10:02am

Fixed issue with how delayed activity update on mission success was working.

Update: Mar 2, 2017 @ 2:02am

Added mission chain to take down MOCX. Also added fixes for invisible heavies and assaults, fixed issue with Assault's AI tree.

Update: Feb 28, 2017 @ 3:49pm

"Assaulting with Rockets" update - Assault and Heavy (Technical) classes are now available to MOCX soldiers.

Also fixed issue with Scouts and Gunners not being properly added to soldiers.

Update: Feb 28, 2017 @ 8:35am

fixed issue where the fake bleedout mechanic would permanently kick in instead of only kicking in once

Update: Feb 27, 2017 @ 5:56pm

MOCX Gunners have cannons with larger ammo pools (so they can use abilities like hail of bullets), Gunners and Scouts now have visible names on the battlefield.

Update: Feb 27, 2017 @ 5:48pm

Added the Scout (Shinobi) and Gunner classes to MOCX. Added cannon, SMG, knife, and sword weapons for them to help balance them out a bit.

Gunners are equipped with Falcon Rounds, Scouts with Talon Rounds.