XCOM 2
[WotC] The MOCX Initiative
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Update: 26 dec 2017 om 8:08

Build Combat Chips now produces 3 chips for 75 supplies.

Fixed localization of coil weaponry.

PCSes should now show proper images in the ability screen.

Update: 8 dec 2017 om 23:55

ADVENT Gauss Cannons should now have the proper animation set.

Added an example customization folder and .ini: example converts most MOCX soldiers to use EXALT cosmetics and voice pack.

Update: 6 dec 2017 om 12:59

MOCX Rangers should no longer use run and gun if melee ends up being a preferred option.

They are also now a bit less grenade happy.

Update: 16 nov 2017 om 17:01

Fixed localization for one of the encyclopedia entries.

Update: 29 okt 2017 om 12:36

MOCX units can now only activate their evac ability if they have any action points remaining. Also made odd numbered squads (5, 7, 9, etc) require the majority of the squad to be dead before they'll consider evacing.

Update: 29 okt 2017 om 0:56

Reclaimed should now properly spawn with Skirmisher-style customization when first generated.

Class-based appearance options should now 100% work.

Update: 20 okt 2017 om 16:28

Switched to uncooked content again. Testing does seem to indicate the Fall 2017 patch fixed the prior issues with this.

Update: 17 okt 2017 om 11:42

Dark Events should no longer be made by MOCX HQ if it has been destroyed.

MOCX soldiers should now properly use tier 2 or tier 3 armour appearances if applicable in their propaganda posters.

Update: 16 okt 2017 om 12:56

Mod should now clear out a project at MOCX HQ if it was a dark event already completed in the game.

Notifications for dark events should now properly appear if it's from a mission completion.

Update: 15 okt 2017 om 18:48

Edited XComDarkCustomization.ini to reflect new information I've gathered about how the game handles .inis

This should be the last time I have to interface with this system, honest.


Fixed bug where Training Raid would always upgrade MOCX to Plasma, even if they haven't researched Coil yet.