XCOM 2
[WOTC] Gotcha Again Redux
281 Comments
RambelZambel Apr 3 @ 2:48pm 
"There is a 2-tile grace period to activate overwatch, as long as the start and end of your movement path are also concealed! MCM Editable!" Does this conflict with "revert overwatch rule change"?
Destrudo Mar 29 @ 3:53am 
@Dragon32 That's true, though from my tests the bug is likely tied to Gotcha's custom path-indicator system. If it's disabled everything is fine. And interestingly enough, I've never seen that behavior in 'original' Gotcha Again
Dragon32 Mar 29 @ 3:28am 
@Destrudo
The game's visualisations can get out of step. Floors can be destroyed before the explosion occurs etc.
Destrudo Mar 29 @ 1:23am 
I found minor but mildly annoying bug. Sometimes unit's hp is deducted before the shot connects. Example: you ambush Sectoid with 3 soldiers, 2 are on overwatch, 1 shoots sectoid for 3 damage and activates it. Sectoid triiggers first reaction fire and gets hit for another 3 damage. And from now on things are getting a bit weird. Sectoid should have 4 hp (10-3-3) after two shots, but its hp bar shows 1 hp. After short delay the second reaction shot is triggered and it hits for 3 hp again. Meanwhile hp bar jumps from 1 hp to 4 hp and drops to 1 hp after shot connects.

This bug is hard to reproduce, but it's always present in tutorial mission, when Bradford is shot in the back - his hp bar is already at 1 hp before officer shoots him.
RustyDios  [author] Mar 11 @ 9:58am 
should do
Draky Mar 10 @ 2:57pm 
does this work with the LWTOC?
galaxyconvoy1977 Feb 21 @ 11:49am 
my bad I apologize, i have the original Gotcha... So conflic.
thanks.
galaxyconvoy1977 Feb 21 @ 11:30am 
@Dragon 32. thanks, it s not on the geoscape but on the battlefield during mission, the game lags... It s fully playable but not nice to play... I don t understand why. best regards.
Dragon32 Feb 21 @ 11:08am 
@good connection only
If by lag you mean a heavy FPS hit, typically on the geoscape, then that's usually indicative of a MCO conflict. That's one of the few that AML can identify so use its conflicts tab. Or manually check your other mods for the same MCOs as listed above.
galaxyconvoy1977 Feb 21 @ 11:01am 
thanks for this Mod. But i have a problem with it. the game lag when I use it...? i don t have other incompatible mod with it... I don t understand.
adm1ral Feb 18 @ 4:18am 
Thank you for your Redux mods! :2018bestaward:
Bilge-Soup Head Dec 11, 2024 @ 9:14am 
Bless you, bless you and bless you again.
GnaReffotsirk Dec 4, 2024 @ 3:06am 
can you add UI resize like smaller healthbars smaller icons?
Kim bosong Nov 24, 2024 @ 11:02pm 
this is great mod.
the__mentat Nov 19, 2024 @ 11:01pm 
I just gave this mod a try. Major kudos RustyDios! Much better than confirm mis-click which I used before. Misclicks for me mostly happen when the tile changes at the very last fraction of a second, especially when you hover over tiles which contain a corpse. The small delay that now happens eliminates this pretty much all the time.

I noticed a small bug, though. When moving the cursor to an elevated tile (at least one level up), it is immediately available for a click and there is no delay. When cursor in on a lower elevation, it works fine. So seems it is just an issue when using for an upper elevation tile.
ArtanisKAI Nov 16, 2024 @ 7:21am 
Ill check that out at a later date. Im trying to fix my Five Tier Setup that turns Coil/Laser into a T2 pair and the Mag/Beam into a T3 pair, it caused the beam research to appear BEFORE even researching any weapon techs.
RustyDios  [author] Nov 16, 2024 @ 6:36am 
Perfect Info? no.... as that is a vanilla mod
WOTC Extended Information (perfect info's wotc version)... yes, should be fine
ArtanisKAI Nov 16, 2024 @ 4:31am 
is this compatible with perfect info? AWL says this conflict with perfect info alpha.
Bob Oct 13, 2024 @ 6:40pm 
Thank you, it's life saving already, can't ask for more. XD Appreciate the works.
RustyDios  [author] Oct 12, 2024 @ 3:58am 
I can't think of a way to do that, but it is a cool idea. Noted on my ever growing "list of things to do" :)
Bob Oct 12, 2024 @ 1:03am 
is it possible to add a function like explosive on death zone indicator, so keep getting hurt by gatekeeper and sectopod, thank you!
RustyDios  [author] Oct 10, 2024 @ 1:24pm 
Most likely interactions with LWotC's overwatch changes... of which there are many, and depend on the perk/enemy (Sentinel, LoneWolf etc etc)
Phrozehn Oct 9, 2024 @ 7:48pm 
Love the mod. Recently came back to LWotC and I'm noticing that I'm getting hit by OW where the indicator isn't showing. Any idea what it could be causing OW indicator to be unreliable?
Bob Oct 9, 2024 @ 2:11am 
lol, thank your for the information, i was looking for the "target preview" option and you just respond in 3 hours, how nice is that getting my answer right on time/
RustyDios  [author] Oct 8, 2024 @ 8:09pm 
That's actually a base game feature added in WotC, either hold ALT or go into the Menu > Settings > Gameplay and turn on "Target Preview"
BusyBard Oct 8, 2024 @ 5:21pm 
TLDR: Does this mod provide the list of targets with LOS from the targeted location?

Long form: Above your soldier skills you get a list of targets you see from your current location. If you move the cursor around, should it show me a list of targets from the location my cursor is at? The little reticles on enemies and allies change depending on LOS, flanked, etc., just not the target list. Does this come from a different mod?

I'm playing with Odd's season 9 list, and his UI shows the extra row of targets.
1AS1 Sep 26, 2024 @ 3:57am 
Am I right in understanding, that NumGraceTiles (and HideInHighCover, HideWithHeightAdvantage) works only in concealment, but ExtraDetectionRange works both without concelament and with concelament?
Linkerlink Sep 17, 2024 @ 8:04am 
Thanks my guy =)
RustyDios  [author] Sep 17, 2024 @ 8:00am 
yes, should be okay for a strategy save and yes, should be fine with LWotC
Linkerlink Sep 17, 2024 @ 7:52am 
This is gunna sound dumb i have a couple questions:

Is this mod okay to put in mid playthrough or does it require a fresh save (do worry if not sure)

Does this mod work with Long war of the chosen 2? I don't know if longwar comes under the ones that change things that this mod overrides.

sorry if these are silly questions.
Dragon32 Sep 3, 2024 @ 10:48am 
@RolandJ
I remember doing it in EU / EW but can't recall ever being able to do it in XCOM 2 (base game or WotC). Maybe use Skirmish mode to test things out?
RolandJ Sep 3, 2024 @ 7:30am 
Thanks for your input, Rusty, I appreciate it.

I learned of "tile scanning" in an XCOM2 WOTC legendary ironman let's play series a few years ago, and I both saw the author perform tile scanning and I did it myself in my own campaign, so I've seen proof that the tile gave a visual indication that it was occupied. I cannot remember if it was selectable or not - it's been too long - but I no longer see any visual indication that lets me differentiate the tile from any other tile.

So, something has changed. And, since this game hasn't had an official patch since 2017 - right? - it is either that A) both I and the youtuber had a mod that caused the differentiation and I no longer use it (unlikely) or B) I have a mod that has caused the tile visual to change.

Do you have any ideas? I'm out of ideas aside from A) turning off this mod in my next battle and B) convert back to the old combo mods (gotcha again + ui fix + missclick protection + crouch lower).
RustyDios  [author] Sep 2, 2024 @ 7:22pm 
This mod doesn't touch it, I can't think of any mods that do.
It's basegame WOTC behaviour that when a unit is under the effects of 'vanish' (Assassin, Spectres CX HIve Chameleons, Faction Anchor, maybe a few more )...the tile they occupy is not considered 'occupied'.

It is normally selectable. Moving to it, forces the hidden unit to an adjacent tile and normally does the 'Vanish Reveal' event from 'flanking' them.
RolandJ Sep 2, 2024 @ 2:30pm 
Does this mod affect the tile selection UI? If it affects which tiles are selectable, does the logic need to be updated to interact properly with the "basegame Vanish" that you just mentioned? If it does not, do you know of any mods that do? Thanks.
RustyDios  [author] Sep 2, 2024 @ 11:45am 
That sounds like basegame Vanish interactions
RolandJ Sep 2, 2024 @ 9:47am 
Has anyone had any issues with this mod disabling "tile scanning" - waving your cursor around to find a disabled tile that houses an invisible unit - for the chosen assassin? In my game the tile selection UI does not disable the tile that the chosen assassin is hiding on and lets me move units to the tile, which ends up pushing the chosen assassin aside and revealing it when I move a unit there. It must be a mod that is failing to disable the pre-move tile floor highlight & the move to tile that the chosen assassin is on, and this one seems like the most likely culprit among my mods. Please advise @RustyDios, thanks!!
RustyDios  [author] Aug 30, 2024 @ 3:37pm 
Interesting to know.. I've got to admit.. I never really tested the mod without the Peek From Concealment//settings set off... with them off it's just a huge "don't do this PFC code" check, and it skips anything to do with the PFC...

I let others test with the setting off and they all reported it was good. At least you found a viable solution :)
Haite Aug 30, 2024 @ 1:21pm 
It seems that disabling peek from concealment causes all sorts of position problems. Having it enabled and setting all its settings to minimal instead, seem to have solved the issue for me.
RustyDios  [author] Aug 5, 2024 @ 2:48pm 
@1AS1
Neat solution idea!! I'm happy that worked for you :)
1AS1 Aug 5, 2024 @ 1:10pm 
renamed lewe5 pack to vhs2, and replaced with it. and it works fine.
well, not hard for such uncommon case.
RustyDios  [author] Aug 4, 2024 @ 3:54pm 
@1AS1
I'm sorry to hear that. I won't be able to add your requested pack in. I've stripped out too much of the "swap icon pack" code now to be able to add it back in. Plus it would bloat out the mod again ...
1AS1 Aug 4, 2024 @ 1:45pm 
> Reduced the number of icon packs to the original dotvhs default. I have never seen the other sets used, so I removed them purely as a modsize saver!

I've used lewe5 all the time, would like to get it back.
Daedalus Jul 13, 2024 @ 1:49am 
@RustyDios
Ahh I understand. Still love all your redux mods though. Can't play without them anymore.
RustyDios  [author] Jul 12, 2024 @ 7:49pm 
@Daedalus
I agree! But, the reason it hasn't replaced the OG version in the CC modlist, is that this one ships with and turns on by default Peak From Concealment.... this was deemed as an excessive gameplay change by Iridar for the purposes of the CC modlist.

Which is understandable imo.
Daedalus Jul 12, 2024 @ 2:55pm 
Your mods are so good, Rusty. Surprised this hasn't replaced the OG gotcha again in the core collection. I could also say the same about some of your other "redux" mods. Everyone should have these.
RustyDios  [author] Jun 29, 2024 @ 12:07am 
Is the unit immune to that damage type?
Is the damage/world hazard a standard hazard?
Gabriel Cooper Jun 28, 2024 @ 11:02am 
i seem to be getting this weird issue where hazards aren't displaying anymore when i hover over a path that clearly goes through one. This wasn't an issue before so idk what's causing it.
yayie Jun 17, 2024 @ 2:04am 
@RustyDios @Dragon32
Yup, this is it, thank you!!!
RustyDios  [author] Jun 16, 2024 @ 1:44pm 
Yeah, left-alt key temporarily or options menu> gameplay > target preview for a more permanent solution
Dragon32 Jun 16, 2024 @ 1:09pm 
@yayie
Isn't that available in the base game? Target Preview.