XCOM 2
Tower Detection Fix
24 Comments
thegrimsqueaker72  [author] 3 Jan, 2020 @ 10:26pm 
@thementat There's a reason a separate version for WOTC is linked in the description.
4rrakis 10 Jul, 2018 @ 2:33pm 
Yes, thanks for the update!
Dragon32 10 Jul, 2018 @ 2:13pm 
Wow. Thanks, man!
Dragon32 10 Jul, 2018 @ 12:10pm 
Hey, thegrimsqueaker72. Saw you've just uploaded "Remove Trait Disorders" and was wondering if you had any plans to update this mod for WotC? I can upload a test save to filedropper.io if you'd like.
Dragon32 8 Apr, 2018 @ 4:02pm 
@4rrakis:
Could be, sounds like a similar thing. I didn't have that mission on the WotC run I just finished.
4rrakis 8 Apr, 2018 @ 11:10am 
So it is this mod, good to know. Well, I guess I still save and load at mission start rather than loosing this bugfix. On another note: I also have a similar bug regarding the Chosen Avenger defense: Destroying the small cannons or the power generator does nothing, making the mission impossible to win, but save/ load before destroying one of them solves the problem, exactly as in this case. Could this mod also be the culprit for that?
Dragon32 8 Apr, 2018 @ 10:52am 
@4rrakis:
Interesting. Actually been debugging using a save from the Avenger, loading the map then taking out one of the Power Relays on the first turn.
4rrakis 8 Apr, 2018 @ 7:53am 
@Dragon32: I have the same problem with the power relays, no idea if it is this mod or not. The strange thing is that if I save during the mission and reload that save then the mission timer gets updated without problem for the rest of the mission. If we are talking about the same problem I don't know if a save upload would help, since loading solves it.
Dragon32 8 Apr, 2018 @ 7:46am 
Hey, thegrimsqueaker72. Found a problem with this mod on Neutralise Transmitter missions. With this mod active destroying the little Power Relays doesn't add a turn to the mission timer as it's supposed to.

I can upload a save if needs be, would need to use Remove Missing Mods to make it manageable.
4rrakis 17 Mar, 2018 @ 7:03am 
@CapitaineYolo: Destroying a tower breaks group concealment, but there are things like Reapers (WotC only) and the Ranger perks Conceal and Phantom that can give you concealed soldiers after losing group concealment.
CapitaineYolo 17 Mar, 2018 @ 6:52am 
How would you destroy them without breaking concealment?
thunderbeast 18 Sep, 2017 @ 9:09pm 
I can confirm, tower detection bug still exist.
So, Still need this mod.
4rrakis 31 Aug, 2017 @ 1:21am 
It does not crash and it works if it is installed, i just did not test if it is still needed or if they fixed the bug. But yes, it works with WotC.
Reduviid 30 Aug, 2017 @ 9:47pm 
does this still work with WOTC?
Phantom 5 Nov, 2016 @ 10:27am 
Hello i had this very often in my campaigns so thanks for the fix.
thegrimsqueaker72  [author] 24 Jul, 2016 @ 8:17pm 
The bug I'm fixing has been pretty consistently there for me and I can't find a reason why it wouldn't be. Towers never lose their detection range on destruction, but since all your means of destroying a tower break concealment this only matters if you have any soldiers with phantom or conceal.
MrShadow 24 Jul, 2016 @ 7:44pm 
I see what you are pointing out in your pic above. Maybe you should word your discription a bit better that you have FIXED A BUG that after destroying a tower, sometimes it's detection area STILL stays active and your bug fix corrects that. I personally have not had this happen but I understand know what you are aiming to fix here. It just wasn't worded well enough I guess. Sorry for my confusion.
MrShadow 24 Jul, 2016 @ 7:39pm 
Ok maybe I'm missing something here. In the game if you break concealment, all the towers on the map have their red detection areas disappear because you are already detected so there is now no longer a need for them to detect you. But even when I'm concelement, if say O throw a grenade at a pod of enemies that is within the area around one of these towers, that tower gets destroyed and covers blown so the detection area (the red squars) would vanish regardless.
thegrimsqueaker72  [author] 24 Jul, 2016 @ 5:41pm 
Idk, grenades?

The code for breaking concealment checks the entire history for any interactive objects with a nonzero detection range that haven't been hacked, there's no handling for if the tower was destroyed and I've not seen anything in the SDK that changes the detection range after initialization. Are you sure that it's not just that you can't see the indicators anymore because destroying the tower broke concealment?
RealityMachina 24 Jul, 2016 @ 5:26pm 
Yeah is there some sort of specific set up for destroying them that results in it not going away?
MrShadow 24 Jul, 2016 @ 5:11pm 
I have destroyed many of them and have always had their detection areas vanish because they are not there any longer. I've never had this happen so didn't know there needed to be a fix?
ashton0.fenix 24 Jul, 2016 @ 4:52pm 
I didn't even know that they could be destroyed.
Dragon32 24 Jul, 2016 @ 4:39pm 
Thanks for this fix, I've only had it happen a couple of times. But it's annoying when it does.