XCOM: Chimera Squad

XCOM: Chimera Squad

Ghost in the Shell - Agent Motoko
Showing 1-10 of 10 entries
Update: 6 Jun, 2020 @ 5:33pm

Fleche now properly activates Momentum when configured to do so.

Buffed Fleche's damage bonus so it takes less tiles to get a big damage bonus.

Update: 5 Jun, 2020 @ 5:39pm

Motoko's model now has sockets to support all the FX it uses from Zephyr's attacks.

Fixed Hack Module not working on Cybernetic Blow.

Update: 4 Jun, 2020 @ 10:33pm

Minaturized Exoskeletons effect fix...again.

Checks for hit result for normal melee abilities (so it won't apply the damage bonus if it's a miss)

Does a special check for Crowd Control and Crowd Knockdown (so the damage bonus is properly applied for them)

Update: 4 Jun, 2020 @ 10:27am

Fixed Minaturized Exoskeleton not adding its melee damage buff to Crowd Control/Crowd Knockdown.

Update: 3 Jun, 2020 @ 7:06pm

Fixed Motoko's upgrades unlocking when she has not been recruited yet.

Update: 3 Jun, 2020 @ 1:33pm

Fixed duplicate index in XComGameData_DialogueData.ini

Update: 1 Jun, 2020 @ 11:16am

Merged various vertex points in Motoko's mesh: this should prevent instances of Motoko's outfit having apparent holes in them.


Motoko's pawn is now a full body pawn like the rest of Chimera Squad - she should load in "normally" 100% the time, instead of occasionally appearing at base with just her head.

Update: 1 Jun, 2020 @ 5:01am

rebalancing of Fleche:

original stats:
1 AP only
did not automatically end turn when used
did not proc Momentum

new stats:
needs 1 AP to use
consumes all normal action points when used
procs Momentum

Update: 1 Jun, 2020 @ 3:45am

thumbnail update

Update: 1 Jun, 2020 @ 3:30am

update