XCOM 2
[WotC] The MOCX Initiative
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更新于:2018 年 3 月 12 日 下午 2:19

MOCX soldiers will auto start their evac process if knocked into a bleeding out state, instead of being killed.

In exchange, all soldiers now get the Execute ability, enabling them to kill any bleeding out hostile units.

更新于:2018 年 3 月 10 日 下午 1:23

Exposed injury evac limit to XComDarkXCom.ini

Bumped default limit to 50% of HP before a MOCX soldier will try evacuating.


MOCX Soldiers who have activated their evac beacons are now counted as "gone" when it comes to other soldiers evaluating whether they should evacuate.

更新于:2018 年 3 月 9 日 下午 5:58

Reclaimed Return Fire should actually function now.

Fixed an error in MOCX cosmetic logic. (Was unable to properly filter by armour until now.)

更新于:2018 年 3 月 3 日 上午 8:14

Fixed issue with MOCX rookies counting when a MOCX squad member was considering if they should evac.

Bleeding out units are now counted as downed units for the purposes of evac calculation.

Fixed issue with example .ini for EXALT: female EXALT were spawning with wrong legs.

更新于:2018 年 2 月 19 日 上午 8:23

Fixed some AI errors with Psi Agents.

更新于:2018 年 2 月 14 日 下午 8:16

Psi Agents should now use their powers a lot more frequently.

更新于:2018 年 2 月 10 日 上午 9:56

Added support for Augmentations.

更新于:2018 年 2 月 3 日 下午 2:07

MOCX units (excluding rookies) can now bleed out.
- This uses the proper system for it, so it shouldn't cause issues with perks that work via killing units.
- Evac will auto proc on bleeding out units.

Gamestate component method has been dummied out. This change works with in-progress campaigns that aren't experiencing problems. New campiagns will be required to ensure gamestate components are no longer in use by thsi mod.

PCS images should now properly appear.

Buffed SMG magazine size to 3.

更新于:2018 年 1 月 2 日 上午 6:50

The game no longer has any hard coded checks for classes in the game.

This now enables mod authors to make metamods for MOCX, adding custom classes to soldiers as long as they make the proper character templates.

This requires following a specific naming format; ClassName, ClassName_M2, and ClassName_M3. The underscore *must* be there for it to properly work.

更新于:2017 年 12 月 26 日 上午 9:54

Coil cannons should now be held like cannons.