XCOM 2
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[WOTC] Gotcha Again Redux
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4.919 MB
10 Jul, 2023 @ 6:52pm
7 Jul @ 10:13pm
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[WOTC] Gotcha Again Redux

Description
What is this?
Simply put this is a merge of WOTC Gotcha Again
with Peek From Concealment and its UI Fix and MissClick Protection .

Gone are the days of needing to manually configure the XComEngine.ini of these mods to resolve conflicts, things just work.

Improves on the LoS indicators that are shown when previewing moves.
Makes concealment more reasonable.
Exploits the waypoint system to denote hazards and things of interest.
Has miss-click protection enabled by default.

I have sought permission to upload this updated mod merge but got NO RESPONSES from any of the Gotcha/Peek original authors.
If one of them sees this and wishes for the mod to be removed, I will UNLIST.

MissClick Protection was included with permission from Iridar.

Features
Has the best of the 3 parent mods, plus some more stuff;
  1. Reduced the number of icon packs to the original dotvhs default. I have never seen the other sets used, so I removed them purely as a modsize saver!
  2. Indicators for units:
    • Red Reticle: Can shoot this unit
    • Yellow Reticle: Can shoot this unit, it will be flanked
    • Green Reticle: Friendly unit will be in LoS
    • Red/Yellow Diamond : Same as above but because of squadsight
    • White Wolf: Scaling alpha icon for LoneWolf bonus, the clearer the icon the stronger your bonus
    • Blue Cog: Can be attacked by gremlin/bit at squadsight range
    • Orange Cog: Can be hacked outside of normal vision rules
  3. Indicators for objects:
    • Neutralise VIP: The arrow for the VIP will update in-line with the above unit icons
    • Destroy Objectives: The arrow for the objective will update to show if it is shootable, including by squadsight.
    • Hacking Objectives: The arrow for the objective will update when hacking is possible from the new position.
    • Hacking Doors: An new indicator showing if a door is hackable remotely from the new position
    • Hacking Towers: When an ADVENT tower is spotted, an arrow will show the possibility of hacking the tower.
    • Tower Hacking Indicators can be turned permantly on/off
  4. Indicators along movement path:
    • Marks points along the path where you encounter a hazard. The final path tile has a 'summary' of all effects.
    • Effects noted: Noise, Smoke, Fire, Acid, Poison, Frost, Curse, Delayed Explosions (PsiBomb), Hunters Mark, Killzone Mark. These are also now config expandable.
    • Effect Markers do not pop-up for units immune to that effects damage type.
    • Overwatch/Suppression indicators: When moving through LoS of a hostile overwatch, a marker will be made if the movement triggers it.
    • Overwatch/Suppression indicators won't show up if a unit has ShadowStep.
    • Pod Activation indicators: When a move will trigger a pod activation, the tile on which you are first spotted will be indicated by a marker.
    • The overwatch and pod indicators only take currently visible units into account, they are exclusively based on info available to you through the UI in vanilla (otherwise it would be cheating!).
      This means that pods not visible to you before initiating a move, but will activate because of it, will NOT be indicated. Units in overwatch outside your vision will also NOT be indicated.
      Units on overwatch using squadsight will only be indicated if another hostile can see you and the triggering location is visible to you before initiating the move.
      This can be changed in the MCM config!
  5. Peek From Concealment Incorporated, on by default. MCM toggleable!
    • Peeking from a Cover-step-out no longer breaks concealment.
    • Approach High-Cover blind corners and Low-Cover rooftop/skylight edges and not break concealment.
    • You can now correctly ambush from opening a door.
    • There is a 2-tile grace period to activate overwatch, as long as the start and end of your movement path are also concealed! MCM Editable!
    • Enemy detection ranges are buffed by 1 tile to compensate.
    • This mod fixes the movement preview UI to account for the Peek's modified concealment rules. This means you should only see a warning post if you're actually going to break concealment.
    • The floor marker is unchanged. However, you can turn these all off if you wish.
  6. Miss Click Protection Incorporated, on by default. MCM toggleable!
    • This means you must hover over a tile before being allowed to click it.
    • Delay for hover and puck alpha can be set in MCM.
  7. Fixes an issue with ShieldHP Damage Preview that made it remain flashing even after moving the mouse away.
  8. Mod now uses MrNiceUKs MCM suite package
Config
All of the Peek From Concealment & MissClick Protection settings added to the MCM configs.
Alot of the features of this mod can be changed in the MCM menu.
Some features might be expanded in the actual configs. (world effect hazards, perk names etc)

Compatibility
Does not work with any of the original mod versions mentioned above in the opening statement.

Has Mod Class Overrides for the following files;
  1. UIUnitFlagManager: For the LoS indicators functionality
  2. XComGameState_IndicatorArrow: For objective indicator icon.
  3. UISpecialMissionHUD_Arrows: To overrule the hiding of objective indicator when using grapple.
  4. X2GrapplePuck: So indicators can be shown when selecting grapple locations.
  5. XComPathingPawn and X2MeleePathingPawn: Doing pathing post indicators.
  6. XComTacticalController: Used for MissClick Protection.

The UI Unit Flag Manager MCO was the perfect place to add a console command that should fully refresh "stuck" Unit Flags. Please try RustyFix_UFE_GAR_ForceFlagRefresh if you get them missing or stuck on screen.

Should work with Revert Overwatch Rules Change
Does not work with Crouch Lower although it does borrow some concepts ...
Does not work with Miss Click Confirm but the 'better Iridar' version is integrated, sooo ...
Does not work with WOTC Unit Selection Order due to MCO clash, investigating for incorporation ...

Known Issues
Some MCM Features only work from Strategy, they will not update correctly mid-tactical !!

MissClick Protection (MCP) has some issues if enabled (from the base mod);
- Does not affect melee abilities targeted by clicking a ground tile near the target.
- Sometimes the MCP prevents you from moving to a tile even once the delay is over. Move the mouse from the tile to refresh.
- MCP may not work correctly for controller users MCP auto-turns-off if a controller is in use, (overridess MCM-on setting)

Credits
Obviously credits to the Authors of the original mods, Gotcha Again! was worked on by alot of talented modders, too many to list!
Huge thanks to Iridar for allowing me to incorporate MCP.
Some ideas borrowed from Crouch Lower by DavidTriune

Many Thanks to Aks for the Russian Translation

As always a shoutout to the XCOM2 and MEME modding discords!

~ Enjoy !! and please buy me a Cuppa Tea [www.buymeacoffee.com]
257 Comments
RustyDios  [author] 4 hours ago 
That's actually a base game feature added in WotC, either hold ALT or go into the Menu > Settings > Gameplay and turn on "Target Preview"
BusyBard 7 hours ago 
TLDR: Does this mod provide the list of targets with LOS from the targeted location?

Long form: Above your soldier skills you get a list of targets you see from your current location. If you move the cursor around, should it show me a list of targets from the location my cursor is at? The little reticles on enemies and allies change depending on LOS, flanked, etc., just not the target list. Does this come from a different mod?

I'm playing with Odd's season 9 list, and his UI shows the extra row of targets.
1AS1 26 Sep @ 3:57am 
Am I right in understanding, that NumGraceTiles (and HideInHighCover, HideWithHeightAdvantage) works only in concealment, but ExtraDetectionRange works both without concelament and with concelament?
Linkerlink 17 Sep @ 8:04am 
Thanks my guy =)
RustyDios  [author] 17 Sep @ 8:00am 
yes, should be okay for a strategy save and yes, should be fine with LWotC
Linkerlink 17 Sep @ 7:52am 
This is gunna sound dumb i have a couple questions:

Is this mod okay to put in mid playthrough or does it require a fresh save (do worry if not sure)

Does this mod work with Long war of the chosen 2? I don't know if longwar comes under the ones that change things that this mod overrides.

sorry if these are silly questions.
Dragon32 3 Sep @ 10:48am 
@RolandJ
I remember doing it in EU / EW but can't recall ever being able to do it in XCOM 2 (base game or WotC). Maybe use Skirmish mode to test things out?
RolandJ 3 Sep @ 7:30am 
Thanks for your input, Rusty, I appreciate it.

I learned of "tile scanning" in an XCOM2 WOTC legendary ironman let's play series a few years ago, and I both saw the author perform tile scanning and I did it myself in my own campaign, so I've seen proof that the tile gave a visual indication that it was occupied. I cannot remember if it was selectable or not - it's been too long - but I no longer see any visual indication that lets me differentiate the tile from any other tile.

So, something has changed. And, since this game hasn't had an official patch since 2017 - right? - it is either that A) both I and the youtuber had a mod that caused the differentiation and I no longer use it (unlikely) or B) I have a mod that has caused the tile visual to change.

Do you have any ideas? I'm out of ideas aside from A) turning off this mod in my next battle and B) convert back to the old combo mods (gotcha again + ui fix + missclick protection + crouch lower).
RustyDios  [author] 2 Sep @ 7:22pm 
This mod doesn't touch it, I can't think of any mods that do.
It's basegame WOTC behaviour that when a unit is under the effects of 'vanish' (Assassin, Spectres CX HIve Chameleons, Faction Anchor, maybe a few more )...the tile they occupy is not considered 'occupied'.

It is normally selectable. Moving to it, forces the hidden unit to an adjacent tile and normally does the 'Vanish Reveal' event from 'flanking' them.
RolandJ 2 Sep @ 2:30pm 
Does this mod affect the tile selection UI? If it affects which tiles are selectable, does the logic need to be updated to interact properly with the "basegame Vanish" that you just mentioned? If it does not, do you know of any mods that do? Thanks.