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The first case does look like a genuine bug. I suspect it's something to do with the motorcycle in between the tile and the target. There's no way to tell from screenshots what the exact issue is. It may be a problem with the line of sight function, or it could be an issue with the motorcycle model blocking line of sight. I'll see if I can recreate the situation and then figure out what's going on.
The second case, surprising as it may seem, actually isn't a bug! It has to do with how line of sight and flanking is calculated. In the first three screenshots (LOS 10, 11, 12) the tile you would move to doesn't have a flanking position on the enemy because his "line of cover" is between the destination tile and the target. The bottom two screenshots do have a flanking position but for different reasons - in the first case, the tile is past the target's line of cover and so it has a natural flanking position (although you will get a "good angle" aim bonus). The second case doesn't have a natural flanking position but it does have a "peek" flank, which only happens if a unit is behind cover (between it and the target). In these cases your unit can actually step out into an adjacent tile to take their shot. So, if you moved your soldier to behind that plant, when they took a shot at the target they could step to the right and cross over the target's line of cover, which gives a flank.
Edit: Here's a pretty picture that hopefully explains it somewhat: http://images.akamai.steamusercontent.com/ugc/548682046882487319/3D8CE416A6FB8CFF7B1D753DE8EA52627B49D216/
Flanking and line of sight is a bit of a complicated topic, I know, but there's a great page on UFOpaedia that explains it: http://ufopaedia.org/index.php?title=Cover_%28EU2012%29#Flanking
The page is for XCOM: Enemy Unknown, but the mechanics haven't changed between that game and XCOM 2, so it's still all valid. The image to the right really helped me understand things (although it's a bit confusing at first).
I hope that explains things well enough, and I will definitly try to recreate the first scenario and see what's wrong. Thank you again for the post, this is exactly the kind of feedback I was hoping for to help us track down bugs! :)
I am not seeing this in any of the games I am playing. Will this work for custom weapons such as popular packs like the hk416 or other weapons?
I have also checked the XComEngine.ini file and ensured that the line exists about implementing the mod that you suggested checking.
Thanks
@SirDiesALot and bushd0c ► The mod does work, and is a must have. So the problems are on your side... sorry for that.
It seems to have worked for some other people. Config issues are proving to be a huge headache for mods not working so that's definitly where I would start. Do let me know if you're still having problems afterward though.
And i've even seen some problems that aren't related to LoS, like enemies walking/teleporting through walls (which isn't directly related to the topic but im just bringing it up to reference that its not just LoS but even pathing that isn't properly acknowledged sometimes, so maybe the game sometimes "ignores" a wall is there or something)