XCOM 2
[WotC] The MOCX Initiative
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Update: 21 Apr, 2020 @ 12:25am

Adjusted the evac conditions. Again.

Adjusted XComAI.ini to make an adjustment to the tree for calling evac.


HOPEFULLY this does something about evacuating on turn 1.

Update: 19 Apr, 2020 @ 5:58pm

Added more explicit checks for both:

1) Making sure that a MOCX unit is actually active in the battlefield

2) Making sure that a MOCX unit is actually bleeding out

Will hopefully do something about the early evac calls.

Update: 18 Apr, 2020 @ 10:24pm

Reverted will changes for dark evac.

Also fixed a divide by zero bug that could occur when checking if a unit could use dark evac.

Added debug logging statements to check possible anomalies in the dark evac condition check.

Update: 12 Apr, 2020 @ 7:58pm

Captured Zealots should now properly get a Templar pawn for HQ animations.


MOCX should be a bit more likely to consider evacing if their squad has taken losses, even if it's less than half.

Update: 1 Apr, 2020 @ 12:39pm

Adjusted MOCX propaganda generation:

1) The "x kills" text variant should now only be produced after a MOCX unit has actually killed an XCOM unit

2) A new generic propaganda text variant made for surviving MOCX personnel will now be produced instead in the majority of cases

Update: 30 Mar, 2020 @ 4:56pm

"CounterpartClass" entry in XComDarkClassData.ini is now an array.

In other words, you can now assign multiple counterpart classes to one MOCX class, and the mod will know to randomly pick one of those counterpart classes when you capture a MOCX unit with a given class.

Update: 12 Feb, 2020 @ 9:20am

Mod should now check whether *other* sitreps on a mission disallows MOCX, instead of just checking if there's a sitrep that the MOCX sitrep doesn't want to work with. Should hopefully fix reported crashes with A Harder War.

Update: 9 Feb, 2020 @ 4:47pm

Hopefully fixing MOCX Gremlins not appearing properly after the Reinforcements update.

Update: 25 Jan, 2020 @ 6:30pm

Backend changes to hopefully deal with the cloning bug still existing on a visual level, when units are dropping into the battlefield.

Update: 25 Jan, 2020 @ 6:38am

Fixed an issue where making class mods that were counterparts of Reapers meant you couldn't actually get them as Reapers afterwards. Whoops.