XCOM 2
[WOTC] MOCX Customizer+
Ergebnisse 11–20 von 35
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Update: 8. Jun. 2024 um 13:52

Tiny update to add even more expanded customization options.

Update: 31. Mai 2024 um 8:38

Added support for mod-added special enemies to MOCX pods. Similar to how MECs can be added as a "bonus" unit, this will now allow other mods to define non-captureable units as add-ons to MOCX pods.

Update: 19. Feb. 2024 um 10:23

Fixed bug where using RPGO would not properly give units to XCOM

Update: 18. Feb. 2024 um 10:41

Fixed a bad default config: I missed a closing double quote. Oops.

Update: 9. Feb. 2024 um 1:35

New Feature:
- Supports disabling Dark Events that should be tied to MOCX HQ being active or destroyed

Fixes:
- Improved the way the code looks up MOCX nationality to reduce the number of times it scans through all loaded DLC
- Added a redundant event handler to bleed outs to help with mod<>mod conflicts that could stop the base MOCX from properly respecting changes to the bleedout threshold

Update: 16. Dez. 2023 um 18:09

Add customization support for invisible heads and helmets as heads in unique customization

Update: 25. Mai 2023 um 20:16

Major update:
-> Added gender option to the config settings
-> Added native support for RPGO
-> Opened MOCX recruitment rank limits to config so that folks can make MOCX scarier in the late game
-> Added support for Proxian hero units (in the off-chance anyone makes a MOCX Proxian enemy mod)

Update: 19. Feb. 2023 um 13:29

Fix bug created by the previous update which broke backwards compatibility for uniform cosmetics. Now clones the ability to provide uniforms and will prioritize the expanded customization but fully supports the original uniform configs.

Update: 19. Feb. 2023 um 11:16

Expands the cosmetics array for uniforms and now supports tattoos, patterns, scars, and tinting of weapons, armor, and tattoos.

Update: 26. Aug. 2022 um 20:41

Added EXALT nationality which will swap automatically when using MOCX as EXALT. Also added configs to support MOCX Phantoms.