XCOM 2
[WotC] The MOCX Initiative
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Update: 8 Apr, 2021 @ 10:09am

Fixed missing paranethesis for DarkLeader loadout in XcomGameData.ini

Update: 1 Apr, 2021 @ 1:14pm

MOCX Commander boss unit now spawns in the MOCX HQ mission.

Appearance can be customized through ini, or with a character pool replacement if you so choose.

Loadout and abilities can be customized through .ini.


Update: 11 Dec, 2020 @ 7:14am

Update to fix duplicate indices in the XComAI.ini file. Thanks to discord users TEslaRage and lago508 for identifying and fixing this issue respectively.

Update: 10 Dec, 2020 @ 10:55am

Update to fix the AI locking up when MOCX units are knocked out or bleeding out. Thanks to discord user lago508 for providing these changes.

Update: 15 Jun, 2020 @ 5:06pm

Removed cooldown from evac now that it should be working properly.

Update: 14 Jun, 2020 @ 7:52am

RedDobe fix for evacs:

Changed from an X2Condition on the ability itself to a custom ability behaviour condition. The former would not work properly on the MOCX unit that would be first to act, for whatever reason.


Nerfed forced evac injury limit to 40% of HP from 50% of HP.

Update: 9 May, 2020 @ 11:57pm

At this point I'm just throwing changes at the wall praying this change works out somehow for the evac bug.

Update: 7 May, 2020 @ 4:25pm

Hopefully final alteration I have to do to MOCX evacuations.

1) Removed the HP check entirely, this part appears to have just kept bugging out.

2) Removed counting MOCX who had started the evacuation process as part of the downed squad member qualifications.


This should make a MOCX squad be far more sticky on the battlefield, but once you take out at least half, the rest of them should start evacuating as intended.

Update: 23 Apr, 2020 @ 2:12am

Buffed will check for evacuating.

Essentially I didn't double check my math, so what I thought was a relatively easy check for will was instead a very hard one, and it grew out of control as MOCX units decided to evacuate (since a unit deciding to evacuate influences *other* units deciding to evacuate), causing a cascading chain reaction of evacuations.


Hopefully, now, the vast majority of the time they will at least fight for a bit until the losses pile up, but I'll allow for the random chance of an entire MOCX squad seeing the XCOM squad and just nope out of there.

Update: 22 Apr, 2020 @ 3:49pm

Added even more debugging statements for the evac issue.

If you get it again after this update, please send me the launch.log file afterwards: I should be able to get more detail on why the units are deciding to evac on their first turn.