XCOM 2
[WotC] The MOCX Initiative
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Update: 24 Sep, 2017 @ 9:35pm

Capture check should now properly exclude certain classes. (Currently just the Reclaimed and Psi Agent)

Update: 24 Sep, 2017 @ 7:21pm

Cheat to force MOCX on missions now works as intended.

(I am very smrt and let the cheat be affected by Dark XCOM HQ status: it now works even if it's disabled)

Update: 24 Sep, 2017 @ 6:22pm

Reclaimed should now grapple offensively if possible.

Added capture feature for MOCX units if using Maluco's Extract Corpses mod: classes don't transfer over because I'm not about to go insane trying to ensure compatibility with class overhauls, but ranks should scale properly depending on the MOCX unit's own rank.

Chance to successfully capture scales with experience.

Update: 24 Sep, 2017 @ 6:15am

Fixed missing localization.

Covert Actions should now 100% obey the rules set for them.

Update: 23 Sep, 2017 @ 4:53pm

Mod now obeys usage of UseEntireAppearance again.

Fixed incorrect formatting of Reclaimed customization in XComDarkCustomization.ini

Update: 23 Sep, 2017 @ 10:20am

Added helmet to default appearance for the Reclaimed.

Reclaimed now get two abilities per level up.

Posters are now made out of every surviving MOCX soldier after an encounter.

Reclaimed and Psi Agents should now be able to evac when necessary.

Fixed issue where MOCX could spawn on missions with a Ruler active.

Update: 22 Sep, 2017 @ 6:40pm

Fixed issue with how MOCX soldier appearances were applied: it should now obey the priority of appearances (Class based then armour based then general)

MOCX Soldiers in propaganda posters should now use their combat appearances

Update: 22 Sep, 2017 @ 8:31am

Covert Actions should no longer respawn after completing them.

Update: 20 Sep, 2017 @ 7:55am

Moved Gremlin Death Check to an Event Listener Template. This should avoid any issues with trying to use abilities on cosmetic units.

Update: 19 Sep, 2017 @ 8:57pm

Custom gremlins are now actually visible.