Turn 0 detection on Supply Raid [1.1 / PC]

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omerta
Posts: 1
Joined: Tue Feb 14, 2017 10:01 pm

Turn 0 detection on Supply Raid [1.1 / PC]

Post by omerta »

Platform: PC, version 1.1.
Other mods: Cosmetics, EVAC All, Free Camera Rotation, Gotcha, Overwatch All/Others, Perfect Information, Remove Missing Mods, Stop Wasting My Time, Upgrade Reminder. Nothing extra regarding maps, pods or AI.
Unfortunately I cannot provide a save to replicate the issue.

Scenario:

I initiated a Supply Raid mission. Immediately on spawn, the game triggers pod activation animation even before Bradford gives his usual briefing. My squad enters concealment, but is immediately revealed before I am allowed to take any action. Restart Mission results in same scenario.

I return to an earlier Geoscape autosave to retrigger the mission (which is unfortunately overwritten now). I now receive Concealment, but half my squad is pinned upon start they as are within nearby pod's activation range.

The cause appears to be combination of nearby pod (ADVENT Sentry has larger detection radius?) and Vigilance Dark Event. I am not sure if this is a bug or unlucky chain of events, but turn 0 reveal on Concealment missions seems unintended nevertheless.
wei270
Posts: 96
Joined: Mon Jan 30, 2017 6:07 am

Re: Turn 0 detection on Supply Raid [1.1 / PC]

Post by wei270 »

funny maybe that is the solution we are looking for to 0% infiltration raids
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