But OpenGL-shaders? I haven't touched any of this stuff at all.
Well, as I said I already had a minor version of the same problem before, and Meridian was just as much in the dark about that as you are.
Which version was that? I've recently added better support for "UFOExtender accuracy" as that's default in the WH40k mod. With versions prior to 2.3.0 the enemies wouldn't know to come closer when they already can see the target.
2.2.4. If they know to come closer now, that's a lot better. Most big mods use UFOExtender accuracy these days, I think.
They'd then either not attack at all or take shots as soon as the hit chance was > 0.
On (almost) flat terrain, that's actually not a bad tactic since 'hit chance' is significantly lower than actual chance to hit in that case.
If it was with the recent version, then I'd like to have a test-savegame (with mentions of the mods in use) and a description of how the proper behaviour would look like.
It wasn't. But in case you're interested in trying to make this mission harder...
There are quite a few
here. Mods are actually listed in the saves (and the other four are cosmetic):
mods:
- "x-com-files ver: 2.7"
- "dark-geoscape ver: 1.0"
- "xcomfiles-hyper-and-trajectory ver: 1.0.1"
- "x-com-resound ver: 2.30"
- "Katomusic ver: 1.0"
What I'd really like is for the Sectoids/Cyberdisks to 99% kill at least one of the dogs in semi-open cover
with their plasma guns. Either via reaction fire when the dogs try running to the UFO, or on their turn. The CQC shenanigans are outside the scope of your mod, I think, and grenades were used to good effect already.
When I tried with 2.2.4, there seemed to be at least a 10% chance for the aliens to miss with every single shot on their turn.