XCOM 2
[WotC] The MOCX Initiative
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Update: 24 Jan, 2020 @ 10:21pm

Attempt at fixing the cloning problem: fixed bug with how DarkXComComponents were being retrieved, so now grabbing *updated* infostates should work as intended.

Update: 24 Jan, 2020 @ 1:39pm

Added additional debugging line to figure out a cloning bug involved with spawning MOCX units mid-mission.

Update: 23 Jan, 2020 @ 9:54pm

Fixed the *other* hardcoded thing I initially missed in my review: the mod now checks an array called ModDarkTemplates in [DarkXComRedux.X2Character_DarkXCom] in XComGameData_CharacterStats.ini, automatically making the appropriate MOCX character templates.

Update: 23 Jan, 2020 @ 9:02pm

Fixed one last bit of hardcoding for the base classes of MOCX: this should now allow for mods that add additional classes for MOCX without needing further modifications to the base mod.

Update: 17 Jan, 2020 @ 10:23am

Updated logging line so it's more informative as to what's happening behind the scenes. This is me fixing a problem for future me, in other words.

Update: 17 Jan, 2020 @ 1:44am

Fixed issue where the mod didn't properly account for multiple people with the same class when assigning cosmetic looks: this should now be resolved.

Update: 15 Jan, 2020 @ 8:53pm

Removed "Odd Protection" buff: it is no longer needed due to...


Revamped how MOCX squads appear: outside of story missions (where there's a reason for them to already be deployed), MOCX now acts as a rapid response force. They will be called in as reinforcements on missions featuring the MOCX Squad SITREP, giving XCOM time to prepare for their arrival, but conversely meaning that MOCX starts as active units off the bat instead of giving you a chance to ambush them.

(Thanks to robojumper for doing like 90% of the backend work prior)

Update: 14 Jan, 2020 @ 9:36pm

Added ability exclusion to MOCX evac effect if they're being carried: this should prevent units from being human paperweights if a MOCX unit they're carrying teleports out of the AO.

Update: 7 Jan, 2020 @ 3:54pm

Attempt to fix issue where Psi Operative would be the sole class chosen for captured MOCX units.

Fixed logic error when mod would create MOCX Reclaimed (captured Skirmishers) from your character pool.

Update: 23 Oct, 2019 @ 9:27pm

MOCX Reclaimed (their version of Skirmishers) should now properly account for valid Skirmisher units in the character pool: in addition, Skirmisher-based units in the character pool should no longer be used as a potential source of units for normal MOCX personnel.