XCOM 2
[WotC] The MOCX Initiative
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Uppdatering: 10 maj, 2022 @ 7:20

Trying to see what I messed up in the previous update, what I changed should only take effect when you're doing the final story mission for MOCX.

Uppdatering: 5 maj, 2022 @ 8:29

MOCX Leader unit should actually spawn as intended now.

Uppdatering: 11 feb, 2022 @ 8:44

Removed Spec Ops Durability from rookies.

Uppdatering: 10 feb, 2022 @ 10:45

Re-added cooldown to MOCX's evacuation ability, so they don't spam it and lose their turn sometimes.

Uppdatering: 29 jan, 2022 @ 14:52

Changed auto capture mechanic to account for bleedout mechanic changes. (E.g that it's fake again)

Uppdatering: 15 jan, 2022 @ 17:58

Forgot to update the auto dark evac to account for the bleedout system reversion. Whoops.

Uppdatering: 6 jan, 2022 @ 21:31

Fixed issue with bleeding out not working. Thanks to FearTheBunnies on Discord for this.

Uppdatering: 3 jan, 2022 @ 18:44

Added log statements to show what precisely is failing the bleed out check.

Uppdatering: 30 dec, 2021 @ 9:19

Added minimum chance for MOCX bleedouts, adjustable in the mod's XComGameCore.ini file.

Uppdatering: 7 dec, 2021 @ 17:37

Reverted bleedout methods to the previous "fake" bleedout method. Interrupts kill abilities but it's more reliable in making sure the combat AI doesn't break.

Removed check when making sure a new class for a captured MOCX unit is viable: this is to make it much easier to give captured MOCX units their own unique classes like with the recently released Proficiency Class plugin mod.