XCOM 2
[WotC] The MOCX Initiative
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Update: 14 Mar @ 12:28pm

Updated MOCX Evac to account for edge case scenario of a psionic unit being Sustained while just about to evac - this results in a unit still being active *while* having counted as evacuated, so to prevent unit state weirdness this now just delays their ability to escape a fight.

Update: 10 Feb, 2024 @ 7:09am

Adjusted bleedout check with help from FearTheBunnies - this should make the MOCX check consistently fire first and obey .ini configuration now.

Update: 17 Jan, 2024 @ 7:28am

Added logging statements to track reported issues with units dying instead of bleeding out.

Update: 10 Jan, 2024 @ 4:30pm

MOCX Bleedout now fully works like it did before - By default it's a 1d100 roll vs a soldier's will score. They bleedout if it's lower than their current will, die if it's not.

This can be adjusted depending on user preference if you want MOCX soldiers to always bleedout or to always die upon death in the mod's XComGameCore.ini.

Update: 8 Jan, 2024 @ 6:07pm

Fixed MOCX units not evacuating when put in a bleeding out state: forget to update it to account for returning to normal bleedout, whoops.

Update: 11 Dec, 2023 @ 3:10pm

Updating this to let MOCX units naturally bleed out again, since the highlander has fixed the root cause of the issues with it as far as I can tell.

Update: 7 Nov, 2022 @ 8:35am

Fixed Fear of MOCX not having a proper configuration, whoops. (Thanks to Evilbob22 for pointing this out)

Did a look over at how MOCX units are constructed: I didn't see anything that would cause the missing pawn bug as reported by people but maybe it just needs an update?

Update: 26 Jun, 2022 @ 4:09pm

Semi-reverted changes to MOCX reinforcement checks.

Semi since I found I can use an optional bool so it's ok with null being returned, so hopefully this still solves intermittent crashing issues?

Update: 25 Jun, 2022 @ 11:22am

Take two at updating the mod to actually spawn the MOCX Leader as intended. Check comments for grabbing an older version of a mod if you're using a mod that Mod Class Overrides a class from *this* mod, because it will cause crashes if there's changes to the class it's overriding.

Also, refactors how the mod checks if we've spawned reinforcements so it stops generating errors when it does the check. Hopefully deals with the intermittent crashes reported for MOCX units dropping in.

Update: 11 May, 2022 @ 1:32pm

Reverting to February 11 version since I apparently did something really bad trying to update this.