XCOM 2
Patrol When Revealed
85 Comments
saqib126 22 Jun, 2018 @ 4:13pm 
Well the mod didnt help, as soon as I saw the Viper King he followed me for 2 turns off the patrol path and directly to the corner my reaper was hiding in.
saqib126 22 Jun, 2018 @ 4:02pm 
Gonna try using this mod as the Viper King still follows my reapers around when revealed. Dam snakes.
Scavenger 12 Sep, 2017 @ 5:02pm 
I am still having the issue of partols following me in the damn WoTC expansion... Completely unrevealed
Cahos Rahne Veloza 8 Sep, 2017 @ 5:52am 
@Nasarog:

WotC has its own implimentation of this mod coded in it though.
Nasarog 8 Sep, 2017 @ 5:20am 
I wish this mod was remade for WotC.
Malorn 31 Aug, 2017 @ 3:39am 
It appears that Firaxis added patrol movement, but it certainly isn't like this mod. They magically walk toward your hidden troops. I've literally led a conga line of 20 enemies around the map following a shadowed reaper.
Cahos Rahne Veloza 30 Aug, 2017 @ 2:05am 
@Dirigible Tomato:

"Vanilla" WotC now has this mod's functionality integrated into its new mechanics. However, the Devs' version seems to be wonky at best, as the discovered pods sometimes return to their patrols and sometimes stay put.
Dirigible 30 Aug, 2017 @ 2:01am 
I've got this enabled in WotC and have had no issues. Whether it does the same job in the expansion, or if Firaxis just added it to the actual game, I don't know, but it works either way.
Malorn 28 Aug, 2017 @ 10:37pm 
Hmm, I wonder if this will work with WotC?
Morgan Freeman Revolutions 28 Jul, 2017 @ 8:16am 
is there a mod that remove the attack action when i find a enemy group?
BingBadaCOOM 20 Jul, 2017 @ 8:27am 
Nah still not working properly. Now the AI patrols sometimes like 1st turn of the mission and then stops. Have no idea what could be causing it.
BingBadaCOOM 20 Jul, 2017 @ 8:03am 
Ran troubleshooting with no luck (no conflicts). But running mod launcher and clearing out hidden mods that were ticked and/or not installed appears to fix the problem. When I subscribed to a few new mods it broke again. But this step fixed it again. I think the problem arises because some kind of functionality problem with both the default launcher and the mod launcher.
=[NK]= Col. Jack O'Neil 18 Jul, 2017 @ 10:02pm 
I actually had some trouble recently with vanilla where this seemed to not be working right either :(

But if you confirmed it dragon, that's good enough for me ;)
Dragon32 18 Jul, 2017 @ 10:59am 
BingBadaCOOM 18 Jul, 2017 @ 9:25am 
Not currently working?
Cahos Rahne Veloza 7 Feb, 2017 @ 6:39pm 
@Wayne:

Your mods definitely need moar thumb ups and exposure because those retards who keep saying Concealment is useless because the AI knows your every position NEED to be silenced forever.

Yes the game was coded so that the AI does know where your troops are but going back and forth into and out of Concealment flubbs that system out and your mods have resulted in the AI doing really stupid things you can exploit like having a Stun Lancer rush towards an exposed soldier it can run towards but "forgetting" the fact that the soldier's squadmates are all near by but are only "hiding" from it which results in a satisfying pwnage :)
Wayne  [author] 7 Feb, 2017 @ 6:06pm 
@Cahos Rahne Veloza That's why I made these mods :) I felt like doing a stealth playthrough (so I made the mods then decided to publish them for others like me.)
Cahos Rahne Veloza 5 Feb, 2017 @ 1:59am 
This mod + your Squad concealment mod + True concealment = Stealthy warfare ^_^
Cahos Rahne Veloza 4 Feb, 2017 @ 12:47am 
Why haven't I discovered this *MUST HAVE* mod earlier~!?!

This definitely makes sneaking around while concealed useful. It even opens up a new tactic you can use in combat... sneaking around in concealment to set up a full squad overwatch ambush where when the pod sees you, it will be the last thing they'll ever see as your squad would have wiped them all up once they break your concealment.
hemajoshi🩸 25 Jan, 2017 @ 8:33am 
This mod is not needed for Long War 2.
Orionox 21 Jan, 2017 @ 2:39pm 
@dragon32 the more I lokked at long war the more I think you're right
Dragon32 21 Jan, 2017 @ 8:58am 
@Orionox:
From what I've heard and seen of LW2 this mod doesn't look like it's needed in a LW2 playthrough.
Orionox 19 Jan, 2017 @ 5:18pm 
will this work with long war 2?
Wayne  [author] 7 Jan, 2017 @ 8:45pm 
@HAHAHEHEPUPU I don't know. It does say it's mostly compatible with everything.
76561198049919792 5 Jan, 2017 @ 3:44am 
Compatible ABA2?
Wayne  [author] 27 Nov, 2016 @ 10:22pm 
@Hnefi Absolutely. :) You can find the source code here: %STEAM_INSTALL_DIR%\steamapps\workshop\content\268500\622778878\Src\PatrolWhenRevealed\Classes
Hnefi 27 Nov, 2016 @ 12:41am 
@Wayne,
Is it OK if I incorporate this change into my own mod? I override the same class as you, so I thought I'd ask for permission to use your solution to this patrol bug.
75338 19 Oct, 2016 @ 3:13pm 
Thanks, but I think it's just the aliens patrolling normally, but either a mod or the game trying to speed up the "alien activity" sequence.
Wayne  [author] 18 Oct, 2016 @ 9:30am 
@Oathed It may be possible that you're being up-throttled; they will send the closest pod to your location after some time of inactivity. This should only occur after the first reveal. When digging in the code, I did notice that it had an alert system (such as going towards loud noises) that might cause that behavior but I thought that wasn't being used.
Vortex ♀ Pixalation 15 Oct, 2016 @ 8:15am 
just a vanilla bug, the game just sets them to alert before you are spotted sometimes
75338 14 Oct, 2016 @ 11:27pm 
Anyone else seeing aliens running while patrolling? Is that this mod or something else?
Jabel 29 Jul, 2016 @ 10:23pm 
I've tried this mod with all those enemy mods and it seemed to work without issue.
However, I ended up removing this mod because I get stomped on when the entire map comes after you at once.
=[NK]= Col. Jack O'Neil 27 Jul, 2016 @ 5:39am 
I use a tonne of enemies as well, along with a better advent, all the enemies, will these conflict with this mod? :) And PWR/Scamper
Jabel 7 Jul, 2016 @ 3:50am 
Advent Headhunter, Avent Spark Prototype, and Archon Avenged enemies all include in their XGAIPlayer in their files. Must I remove these enemies?
Wayne  [author] 6 Jul, 2016 @ 6:13pm 
@Biggus Piggus I tested this with the latest patch and it still works. I haven't had to update it.
BiggusPiggus 6 Jul, 2016 @ 1:46am 
Is this mod still being supported? I am not sure if it is still working since the latest patch.
Wayne  [author] 8 Jun, 2016 @ 7:48pm 
@Ser Lancelot Nah, the pods don't stop due to other pods. The cannot progress to the next waypoint if, for instance, there's a monument in the way. They cannot progress if you blew up the floor that they patrolled over, etc. The waypoints are not always intelligently laid out, so sometimes they just stop because there is a building in front of them.

There's up-throttling and down-throttling that also fixes the location; this applies only after the squad has been revealed. up-throttling will send the nearest pod mid-point between your squad and the objective after 2 'inactive' turns. down-throttling occurs when your squad is engaging the 4 or more aliens. It will send pods that are about to patrol into view away.

There's a lot of subtleties, but some of these situations causes pods to stay put despite this fix.


Ser Lancelot 8 Jun, 2016 @ 5:33am 
Wow, that's the most in-depth pod behavior I've heard.

This TOTALLY changes my game. They stop patrolling? There's a pod behind them!

Thank. You.
Wayne  [author] 7 Jun, 2016 @ 6:54pm 
@Ser Lancelot There are times when the units are no longer patrolling.

The first is the 'up-throttling' logic: A pod will go to the mid-point between your squad and the objective. If you move the units, that mid-point changes and they move.

The second is when a pod investigates an event (such as noise). There's no real way to move them in this situation.

The third is when the pod cannot progress move towards the next waypoint. In that case, it may take up to 3 turns for them to realize that they're stuck and they change point.

This fix targets a specific problem of the pod stopping patrol when they're revealed (but not activated). Other contingent factors may play into them stopping their patrol.
Ser Lancelot 7 Jun, 2016 @ 12:53pm 
This doesn't always work. I've sat around a good 7 turns without a single soldier taking a single step. Is there *ANY* way to guarantee pod movement? I hate having to just waste a shot to get a pod triggered when they should be goddamned walking into an ambush!
Wayne  [author] 24 May, 2016 @ 3:44pm 
@Dragon32 Nothing really. I just re-compiled it; I'm not sure if unreal script is dynamic or static, and since no one confirmed it worked, I just re-compiled it to be sure. Thanks for the appreciation :)
Dragon32 24 May, 2016 @ 2:58pm 
What just changed in "PatrolWhenRevealed.u"? I can't see any details in the Description or Change Notes.

Thanks for the mod, btw. Been using it for all of my current campaign and it's great.
Wayne  [author] 24 May, 2016 @ 11:29am 
I've tested this mod against the May 12th DLC and it works fine.

@Ska This issue exists as a flaw in the XGAIPlayer code; it cannot be replaced using a screen listener. Perhaps the person who built the Recovery Turn can incorporate this mod into theirs?

The following changes would be required in XGAIPlayer:


- if( UnitState.IsUnrevealedAI() && !IsScampering(UnitState.ObjectID) )
+ if( !IsScampering(UnitState.ObjectID) )

Alternatively, you could probably build a 'Patrol When Revealed (Recovery Turn edition)' mod that would override the mod class with this change in it. I'm unsure how that would work.

Recovery Turn does sound like an awesome mod!
Ska 21 May, 2016 @ 9:02pm 
Found that this mod conflicts with Recovery Turn system, creating geo-scape lag! Is there a way to convert this mod to screen listener?, so that they play nice together?
Papagaio sem asa 16 May, 2016 @ 6:20pm 
so, have you looked into that yet?
Wayne  [author] 13 May, 2016 @ 2:53pm 
@Orionox @ObelixDk I haven't look into that. I'll have some time available to update the mods in a week from now.
Orionox 12 May, 2016 @ 3:23pm 
Does this mods till work with the may 12th DLC patch?
ObelixDk 6 May, 2016 @ 1:16am 
anyone else having problems getting this mod to work?
Patrols are still not moving after being revealed??
Wayne  [author] 18 Apr, 2016 @ 3:48am 
@Ilshy.BoSa I've mentioned the Down-Throttling and Up-Throttling configuration options in the description; these are the settings you want to override to disable the pod steering.