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MOCX - ADVENT Division: Persistent MOCX
   
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13 Apr @ 9:25pm
13 Apr @ 10:07pm
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MOCX - ADVENT Division: Persistent MOCX

Description
Commander, the MOCX Division have been rolling out new equipment for their troops. They have added some sort of on-board system to their Armor, allowing them to escape some of the most dire circumstances. One of the boys down in R&D has been calling them "Persistence Modules" as they appear to keep the wearer alive long enough to activate a Psionic Teleporter. Looks like getting rid of them has gotten a whole lot harder. If we wish to stop them from getting away, we'll have to sabotage the system up-close and decide whether we kill or capture.

-Eric "Fixer" Sanders

Ever spent hours creating a finely crafted Character Pool for your bad guys, only for them to die early on and all that work was wasted? Have you ever wanted to continue the fight against MOCX, but things have been too easy as they are almost always dead? Have you ever considered randomly making the game harder for yourself? If yes to any of these, then I would like to introduce Persistent MOCX, the second addition to MOCX - ADVENT Division.

This mod features a new passive to most MOCX Units called "Persistence Modules" which acts like Sustain, immediately extracting them from the mission if they take a killing blow, preventing their death.

Theoretically, this mod should only need Highlander and MOCX Initiative to work properly.

Additionally, this mod should 100% work mid-campaign.

Features
  • Adds new "Persistence Module" Passive to most MOCX Units, preventing them from being killed outright from most attacks, can still be captured and executed.
  • Increased Base Recovery Time for MOCX Units.

Compatibility/Recommendations

Issues/Conflicts
  • If enabled, MOCX SPARKs and Mec Troopers don't have a custom animation.
  • Persistence Modules still apply on MOCX Mission Finale - MOCX are usually not allowed to extract on their final story mission, this will be fixed to prevent this from occurring.
  • MOCX PCS Fragments - MOCX PCS Fragments will not drop as much unless you kill every MOCX you see, in a future update, I hope I'll be able to allow some to drop from them extracting.

Planned Updates
  • XCOM Persistence Module - I wish to add a Persistence Module that would be available for XCOM to use as it would provide a new item to unlock from MOCX.

Credits
  • RealityMachina - Making MOCX Initiative.
  • Everyone who makes Custom MOCX Character Pools - This mod is LITERALLY for you so you don't have to keep killing your evil bad guys, let them terrorize you until the end of time (or until you blow up their house).
  • Everyone's mods that mine requires - Literally couldn't exist without them, they are talented modders.
11 Comments
LeyShade 5 May @ 7:29am 
@KnoxAHHHHHHHHHH - Noted. Thank you. We asked only because it limit's it to one potential side they may defect to from ADVENT, that was all. We understand after a second thought, how that might contradict this design, but thank you for humouring the thought. Great work by the way, as always.
KnoxAHHHHHHHHHH  [author] 4 May @ 12:05pm 
@LeyShade
Rebellious MOCX (although a good mod) is not something I intended to run with my ADVENT-themed MOCX collection as they are supposed to be more tied to ADVENT (nothing should prevent it from working together though). Additionally I don't believe there are many issues with Rebellious MOCX that make it required to remake it. However if I work on something similar in the future, I might consider this.
LeyShade 4 May @ 1:49am 
@KnoxAHHHHHHHHHH - Thank you for detailed answer to our query. These were use cases we had not considered due to their specificity. Question though - would it not be worthwhile to also remake and merge a variant of the Rebellious MocX mod into this one? (to assist with the mod limit problem of too many stacking mods).
Melan 18 Apr @ 9:23am 
I fully understand that it somewhat conflict with the idea of the mod. But I definitely feel it´s something that should be added, if /when you make it an item for XCOM. Because as written, I think it would too op for XCOM, and since I like things being similar for both sides said penalty should then also be applied to MOXC.
KnoxAHHHHHHHHHH  [author] 18 Apr @ 9:09am 
@Melan
This could be an optional thing that could be added to the future, but the main thing is to keep them coming back constantly so you can have the same group of MOCX trying to kill you, so it kinda would conflict with the whole purpose of the mod. Although it does not prevent the MOCX from being killed by either capturing or executing them.
Melan 18 Apr @ 8:51am 
I´m gonna try this in my next campaign. But I´m wondering if there couldn´t be a chance applied to this persistence? Like say it starts at 100%, but then suffers a penalty based on the damage overflow or something?
KnoxAHHHHHHHHHH  [author] 15 Apr @ 9:02am 
@MrMiser
The official name for the mod is "Persistent MOCX" which as the name implies, makes them be more persistent and fight against the same ones more often.
The "MOCX - ADVENT Division:" title at the start is more or less to show it's intended for the MOCX Mods to be of the same series and to work together officially.
Additionally, they are not immortal, they can still be killed, but require a different method to do so, hence the title "Persistent MOCX".
MrMister 15 Apr @ 2:46am 
Great idea if that's what you want, but I can't help but feel that a simpler name for the mod like "Immortal MOCX" might have been more self-explanatory.
Soul 14 Apr @ 8:46am 
@LeyShade you can't enable mocx to survive a killing blow,just how much chance there is for them to bleed out,if you kill them you kill them
From what this say,this allow them to basically either get captured,or come back later for another chance at that,since they won't die at all and always back out if it was supposed to be a killing blow.
Perso I don't need this cause my pool is like 400 soldiers,so I'll always get some from my pool refill the moxc pool lmao,but maybe when that module update come I'll check it more
KnoxAHHHHHHHHHH  [author] 14 Apr @ 8:37am 
@LeyShade
There are multiple answers for this so I'll go down the list:
1. There is no guaranteed way to keep MOCX Soldiers alive after combat, this mod simply forcefully extracts them from the mission if they take a killing blow.

2. In the MOCX Initiative Config Files, there appears to be no system to make them leave if they take a killing blow, only if they bleed-out/unconscious and are left on the ground long enough. Additionally if there is a Config I don't know about, this mod does it for you, with no need to manually edit Config Files

3. Specifically for people who wish to Character Pool their MOCX or make the game harder for themselves with higher level MOCX soldiers never actually dying.

4. I wish to add an XCOM Version of the Persistence Module, which would be able to be earned by fighting MOCX (which is planned for a future update).