XCOM 2
[WotC] The MOCX Initiative
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Mis à jour le : 14 avr. 2018 à 20h01

MOCX should be able to actually auto-evacuate this time. (The previous version required an action point to use....which a bleeding out unit didn't have.)

Added additional logging statements for Reclaimed units when their abilities are getting initialized.

Updated magnetic tier weapon cosmetics. This means starting cannons for MOCX Grenadiers should look correctly when fired now. MOCX Snipers meanwhile get longer barrels for their rifles.

MOCX Gremlins now use custom ADVENT-style cosmetics instead of the standard XCOM style.

Mis à jour le : 12 avr. 2018 à 8h15

Skirmisher abilities on Reclaimed should now be attached to the proper weapons.

Added logging statement just in case they're not, so I can get further information about where the problem is.

Mis à jour le : 11 avr. 2018 à 8h50

Expanded patrol areas of MOCX squads.

This means that they're no longer consistently close to the objective, but should be more spread out around the map.

(This should also make it less likely they'll be able to kill the VIP on Turn 2 if you get them on a Rescue Stranded Agents mission.)

Mis à jour le : 4 avr. 2018 à 20h31

Altered priority of event listener trigger for bleedout evac, this should make it work.

Fixed error in reaper handling code: this was actually working previously.

Mis à jour le : 2 avr. 2018 à 20h00

Fixed error in arrays of XComGameData_CharacterStats.ini. This should let abilities like Soulfire or Capacitor Discharge have damage values now.

Mis à jour le : 1 avr. 2018 à 10h11

Fixed error for Rangers checking if they had activated Reaper: they will now try to use melee when its activated, and priortize targets they can kill (or at least hurt very badly) that aren't the Lost.

Fixed error in application of burning status effect for plasma melee weapons of MOCX: the burning effect had a damage spread of 50, which has now been reduced to 1.

Fixed error in initial ability handling for MOCX units: they now get any PCS abilities they should have. (For now, this is just Long Jump and Mimetic Skin)

Added new dark event: Genetic Strengthening. This adds +3 HP to all organic MOCX units if it activates.

Mis à jour le : 28 mars 2018 à 17h23

Fixed logic errors in the condition logic, such as allowing bleeding out but disallowing being knocked out, which is part of bleeding out. (This should mean MOCX should actually start auto-evacuating when they bleed out now.)

Mis à jour le : 24 mars 2018 à 11h55

MOCX units are now far less likely to waste their special abilities (Chain Shot, Deadeye, Fuse, etc) on the Lost and other non-important targets.

Mis à jour le : 23 mars 2018 à 16h16

MOCX units still bleeding out when XCOM secures the area on a mission, will automatically have capture attempts on them.

Mis à jour le : 18 mars 2018 à 8h03

Snipers should be a bit more aggressive now.