XCOM 2
Scouting Protocol (Legacy)
38 Comments
Xzenox7 21 Jan, 2020 @ 7:05am 
The description says it doesn't alert enemies in any way... I just used scouting protocol during a retaliation mission to find a small group, and the enemies instantly saw the gremlin and came toward my squad!
tiktaalik 10 Jan, 2019 @ 7:28pm 
Oops, just saw that cooldown, etc. could be configured. Awesome ;)
tiktaalik 10 Jan, 2019 @ 7:26pm 
Very cool ability but most certainly OP, IMO. It would be a huge advantage even if you could use it 1-2 times a mission, let alone every turn. Even twice a turn..!
Iridar  [author] 7 Sep, 2017 @ 10:23am 
@Memrek I'll try updating it if Long War for WotC comes. It doesn't seem necessary without Long War, vanilla is trivial.
Memrek 7 Sep, 2017 @ 9:20am 
@Iridar - Thanks for udating the description. Any plans to update for WotC?
Memrek 3 Sep, 2017 @ 10:41am 
Has this been updated for WotC? If so, could you please add that to the description. And if not, could you please update it. I'm sure I'm not alone in the appreciation of this mod. Thanks
Iridar  [author] 23 Aug, 2017 @ 8:29pm 
@José
Not really. This is intended to a visual inspection only. If it had scanning effects, you could assume that it detects burrowed or disguised aliens, which it doesn't.
José 23 Aug, 2017 @ 6:42pm 
Any way that you could update this to have the scanning protocol visual?
Dusty 24 Jul, 2017 @ 12:28pm 
@Dragon32:
Oh, that's awesome. Assuming this mod works with 1.5 when it goes live, I'll definitely be picking it up again. Thanks for the heads up!
Dragon32 23 Jul, 2017 @ 2:42pm 
Oh, more:
At any rate, will be fixed in [Long War 2] 1.5. Fun fact: it was a vanilla bug fixed in the patch that came with the Alien Hunters DLC. The code we had for pistols copied the bug, and the copy didn't get fixed in the patch, which is why it applies only to pistols.
Dragon32 23 Jul, 2017 @ 2:41pm 
@Iridar, Forge:
Here's something from TrackTwo [www.pavonisinteractive.com], quoting robojumper on that bug:
mods that add game states while the start state is not finished. Overwatch all is such an example: it adds the overwatch all ability to the soldiers when the UI inits, which is in the middle of the start state.
Dusty 23 Jul, 2017 @ 2:02pm 
The mod itself works great, doing exactly what I was expecting it to do. Very handy early on. But there seems to be a very mild disagreement with Long War 2.

When this is installed and activated, it tends to make the 'invisible pistol' glitch (which I think is unique to LW2 due to how it handles pistols) occur. I went through and deactivated every mod one by one just to be absolutely certain it was this and not something else (Stop Wasting My Time was a culprit of this as well, but I long since stopped using it). So while I won't be personally using it for the moment, other than that very minor (and for many, probably negligible) hiccup, this is a great mod and I appreciate you making this nonetheless.
Iridar  [author] 16 Jul, 2017 @ 1:27pm 
@thinkbomb
Given the fact that this ability has much less impact than any other, I feel fine that it doesn't have any cooldown by default. It's not like actions are free either.
thinkbomb 16 Jul, 2017 @ 1:12pm 
you really should make the default be a 2 round cooldown (just to mimic other gremlin abilities like defensive aid protocol). But great gameplay solution that works thematically.
Nicious 26 Jun, 2017 @ 7:22pm 
I personally love this mod. I had a trouble finding an enemy in the enemy HQ for like 8 minutes without this mod
Lux Manifestus 24 Jun, 2017 @ 5:50pm 
I've tried out this mod now and I like it a lot but in the interest of difficulty balancing, I wonder if it gives the player too much of an advantage. May I suggest and request additional config options to make the GREMLIN activate pods and/or break concealment? I think keeping it from revealing faceless and burrowed crysalids is a good idea as well. If it were possible to have overwatching Advent soldiers shoot down the GREMLIN, that would be pretty interesting. Otherwise, great!
Arkhangel 21 Jun, 2017 @ 3:22pm 
@Jace: I actually use Phantom-spec Alien hunters, shinobi AND rogues for scouting, and the occasional guy who gets Phantom from the AWC. I diversify my troop builds a lot ;)
Belhedler 21 Jun, 2017 @ 2:33pm 
There is defintely a use when wondering if your Assault/Shinobi/Tactician (add more stuff here) can or cannot move close to ennemy/slash/Fleche/double barrel/etc without triggering one or two pods at the same time. Of course you could give one of your guy a Battle Scanner but its a rather expensive option in term of item slot consumed, especialy in case of the Specialist much important item slots. Having a similar ability as a perk make it superior.
Iridar  [author] 20 Jun, 2017 @ 10:07pm 
@ADVENT Avenger
Interesting, I've never gotten any redscreens. I'll look into it, thank you.
Juravis 20 Jun, 2017 @ 7:05pm 
Scouting protocol mod works great, but you have some under the hood errors. Right off the bat when you load the game you get 4 redscreen lines about the gremlins.

When you use the ability, you get 4 pages of redscreen errors. Just wanted to let you know.

Works great otherwise.

https://postimg.org/image/lnwus1xkn/
Online Addict 20 Jun, 2017 @ 2:12pm 
@Arkhangel, I guess I'm just different. I don't use Shinobis. I use Alien Hunter class mod instead. I also have Infantry class mod that usually do the "scouting" for me.
Arkhangel 20 Jun, 2017 @ 1:15pm 
@Jace: yeah, Shinobi's more a "spotter" than a scouter, so your snipers can actually shoot stuff (battlescanners in XCOM 2 don't allow Squadsight, for obvious reasons, you know, it.. not actually being your squad seeing stuff.)
Skyfall 19 Jun, 2017 @ 6:16pm 
This sounds like a great idea.
Lux Manifestus 17 Jun, 2017 @ 8:58pm 
I was just exadurating my own opinion. Pod revelation has always made me a timid player of this game. It's a hard problem to fix but I think your mod will help a lot with it. I havn't tried it yet but it sounds like a good idea.
Online Addict 17 Jun, 2017 @ 8:49pm 
I don't use Shinobi's for scouting. I use Battlescanners! :steamhappy:
Iridar  [author] 17 Jun, 2017 @ 8:17pm 
I appreacite that you like it, but you might want to chill your horses a bit. Scouting Protocol is a nice additional tool to have, but it doesn't replace Shinobi scouting, and isn't a universal scouting solution.
Lux Manifestus 17 Jun, 2017 @ 6:57pm 
Omg, I think you may have just fixed the game. Yay!
Online Addict 17 Jun, 2017 @ 5:44pm 
I like it A LOT!
Vullcan 17 Jun, 2017 @ 4:27pm 
This mod is perfect, no more Shinobi scouting ! Thank You !
Belhedler 17 Jun, 2017 @ 4:30am 
I need to wake up :p
Online Addict 17 Jun, 2017 @ 12:57am 
Quoting, "This will clear fog of war until the end of turn"
Belhedler 17 Jun, 2017 @ 12:53am 
Is the scouted area visible permanently or just for a few turns?
Online Addict 17 Jun, 2017 @ 12:18am 
Awesome!
Faleg 16 Jun, 2017 @ 11:55pm 
Definetly one of the mods that will be my "must have" always.
Insufferable Smartypants 16 Jun, 2017 @ 11:48pm 
Fantastic
teh1archon 16 Jun, 2017 @ 4:31pm 
Nice! I won't be surprised if we'll found out a similar perk when War of the Chosen be released ;P
d_valroth 16 Jun, 2017 @ 4:10pm 
Another interesting mod. Pod activation is such a binary thing, this provides a nice middle ground between Shinobi and... nothing at all for much of the game.
PotatoAim2k1 16 Jun, 2017 @ 3:40pm 
Nice!