Yep, absolutely certain. It’s only on nests, not lairs or any other maps and it doesn’t have that particle effect mist has. Also doesn’t lower my guy’s will or raise the enemies’ will. Just good old fashioned ‘fog of war’, but not working right.
This is a bug that existed in the backer builds. I’ve been dealing with it for a while on Mac.
It’s unbelievably irritating and can completely screw up a carefully worked out position.
As is the thing where control is automatically switched to the next squad member when the one you’re working with runs out of TUs.
Had kind of hoped they’d have been fixed…
I think they’ve improved this a bit since it only swaps away once. When you swap back to that soldier you can activate abilities and stuff without it switching away again, which it used to do in backer build 5. Would like to see a tickbox in the options to toggle auto-switch on and off though.
Devs looks like Leviathan build patch made the spotting enemy interrupt dash again . Imho this is quite annoys me, I think the 2nd build - 3rd build patch already been fixed that spotting enemy wouldn’t interrupt dash *cmiiw. Thanks.
Was the enemy close? Dash will still be interrupted if the enemy is within 5 tiles (the minimum perception distance)
Yes in my case soldier stopped dash once they spotted the enemy, I don’t have any kind of situation within the soldier ping/hearing yet (perception distance).
Noted, so the new dash will interrupt if the enemy is within 5 tiles - thanks. I wish the dash could be improve a bit fair for the player .
Imho I suggest keep the current dash spotted mechanics, but while it stop player should be allowed to choose and continue the dash within their range. Thanks in advance UV.
Dash should never be interrupted. You spend will/ap and don’t get it back. You choose to dash, accepting the risk !
I don’t know, feel a bit too much for player. With the dash ‘stop and go’ it may gives more tactical movement for the player to decide, is like running and dodge.
Yes, dash is dash. The soldier goes into a focused moment of sprinting and not observing as would be with normal movement.
Occasionally I know where a Triton is and intend to dash up to it for a terminal kill, but one can’t because of the spotted interruption. I knew it was there! That is the plan.
Exactly. This arbitrary interrupting can destroy your well thought out tactics, getting your soldier killed in the process because now you stand there with your pants down.
I have to agree that it’s not cool, given that your WP is already spent at that point with no refund.
Sprinting during normal movement should still be interrupted, Dash should never be interrupted. As others have said, it wastes WP (you don’t get refunded if the soldier moves just a couple of spaces before getting interrupted by spotting an enemy) and it’s not thematic (Dash is a very focused sprint, even more than normal sprinting - the soldier wouldn’t be nearly as focused on observing their surroundings).
That’s make sense I’m agree about normal sprint should be interrupted and dash should never be interrupted.
It was like that all the time. Unless you used unofficial mod which made dash not interrupted.
Weird, not in my case. I think it was 2nd or 3rd patch *I couldn’t remember correctly because I did turn off the auto-update after the patch that ruin my game progress. So yea that moment the dash wasn’t interrupt once spotted the enemy and never used any mods since I purchased the game though.
Yeah this happens to me consistently in leviathan patch. Super annoying when I expect the dash to carry me next to the opponent but it stops well before that just to spot an enemy.
I believe that the reason this issue is coming up more often with the last patch is because stealth/detection have been reworked and now it’s much harder to spot enemies from afar, which makes it more likely to run within 5 tiles of a previously undetected enemy.
What would a fighter do if he unexpectedly finds an enemy (around an angle or 5 meters from himself) while giving a dash to the exact spot? He would:
- stopped and shooting
- into cover (stopped) and shoot / hid
- ran away in another direction
By using the skill “dash”, you explicitely tell your soldier to teleport to some place. You want him here and don’t care if an other enemy shows up.
Our soldiers are controlled by a puppet master, so they’ll do what they are told.