XCOM 2
Gotcha (Flank Preview Evolved)
Azrael Apr 8, 2016 @ 12:14pm
Bug Report: zig-zag-cover false positive
For simplicity and lack of screenshot, behold this image:


....OOO...................
..XOOO........A........
.(x)...............oooooo
....................oooooo

with X being my operative, A an alien and O/o cover. The alien would clearly be flanked was it not for the high cover my soldier is in. Now the game correctly doesn't give me flank bonus for this shot, since it requires sidestepping ( (x) ) which leads to my soldier crossing the aliens cover line.

However, the flank preview doesn't account for this, which perplexes me. I thought your mod used the very same algorithms as the game itself for determining flank bonuses (such as hasCover(Soldier1,Alien2) ). It seems your has-cover-check is disjoint from the has-LOS-check.

Just wanted to throw this out there, maybe you'll get to fix it some time.

Otherwise, your mod is sublime and I sincerely hope the devs are going to reach out to you and ask you to incorporate it into vanilla.
Last edited by Azrael; Apr 8, 2016 @ 12:16pm
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Showing 1-10 of 10 comments
Agrippa HX Dec 23, 2016 @ 2:24am 
I know you posted this in April, but there has been no follow-up, so I thought I would try.

Maybe I'm missing something, but how is that step-out position a flank? Doesn't the line of cover get drawn from the cover adjacent to the alien? Unless I'm messing up, your ops fire would then cross that line of cover -> no flank?
Azrael Dec 23, 2016 @ 4:34am 
okay i haven't played xcom2 in months (got work to do) but iirc I meant it's not flanking but it's shown as such by gotcha.
Agrippa HX Dec 24, 2016 @ 2:06pm 
Oh, dear, yes. I must have misunderstood. My apologies. You're absolutely right that that shouldn't trigger Gotcha's flank indicator. Since the whole reason people get the mod is to have certainty about these sorts of things, this is a pretty serious defect.

I hope that discussing this a bit might draw the author's attention and some response. I'm sure he's got things like work to do too, so I mean no criticism with that.
Soldier9 Feb 11, 2017 @ 2:36pm 
It seems the original authors are not working on this mod anymore since there has been no updates for quite a while...

Discovering that downloading the mod includes the source code, I had a look at it and after quite a bit of fiddling around trying to get the SDK set up properly, I have identified and fixed the cause of this bug. I will attempt to contact the mod authors to have them implement the fix.
Shardey Feb 17, 2017 @ 5:13am 
Would be great if you could let us know where the bug is so we can fix it ourselves if the authors don't have time to!
Soldier9 Feb 17, 2017 @ 2:32pm 
I have not been able to get in contact with any of the authors of the mod, and since I found a few other things that could potentially cause incorrect results in some fringe cases, I am creating a new mod from scratch with the exact same functionality, that also contains some minor performance improvements (they're probably so minor that they won't matter in the grand scheme of things though)...

I pretty much have all the functionality sorted out by now, but I still need to do more testing and sort out some artwork (icons for the objective-indicators)... With some luck it will be published this weekend, and if not, it should be ready during next week!
Agrippa HX Feb 17, 2017 @ 8:03pm 
Excellent news! Please post here to let us know when the new mod is release. Thank you.
Soldier9 Feb 18, 2017 @ 10:51am 
My remake is now available here http://steamcommunity.com/sharedfiles/filedetails/?id=866874504
It still really lacks proper testing, so if you encounter any bugs please let me know!
Agrippa HX Feb 18, 2017 @ 4:57pm 
You bet, I'll let you know if I encounter any problems. Thanks again.
Shardey Feb 19, 2017 @ 11:40am 
Fantastic! I'll be sure to let you know
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