2.2.4. If they know to come closer now, that's a lot better.
There were also issues with units just walking back and forth and clumping up when omniscience wasn't used. Overall the behavior in 2.3 is way better and way more decisive in scenarios as the one described.
I'm about to wrap up 3.0 now which isn't so much about improving tactical aspects as it is about providing a major new feature.
When I tried using extender accuracy in vanilla the aliens adapted immediately. That's because the aimed-shot is available on all weapons and has a range of 200 before degrading. They simply transitioned away from auto-shot all the time to using aimed-shot at long range, snap-shot at medium range and auto-shot only when they were really close. Otherwise there didn't seem to be an necessity to change their behavior. The difference in Rosigma was that many of the weapons there either lacked an aimed-shot or the aimed shot had a much shorter range. So my prior tests from vanilla didn't really help. What I changed was that they kinda act like melee-units with ranged attacks when it comes to their movement-logic. Outside of their "comfort zone", which is the range at which their weapon will have full accuracy, they no longer think about fleeing or avoiding reaction-fire. They now know that they have to walk through the enemies' vision to use their weapons properly.
I guess any mod that has sniper-weapons as an extra class that are the only ones with really long ranges is warranted to look at in that regard. So that's really the issue here and not just Extender accuracy on its own.
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.
It wasn't. But in case you're interested in trying to make this mission harder...
Then this isn't something I got to test much with Rosigma. The test-saves that were attached for that usually featured mostly open terrain. So testing other scenarios is still something that could be helpful.
I've seen two saves in the vicinity of the attached save-game but from the conversation around them I'm not convinced they are about the scenario discussed here. Discussion seemed more about ninja assassins and throwing knifes and not so much about sectoids and dogs. Those were also mentioned but not in the posts containing saves. So I'd appreciate if you could make sure to provide a save of exactly the scenario you'd like me to look at. That would be most helpful for analysis.
What do you mean by COC-shenanigans? Could you un-abbreviate that?
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.
The chance to hit or miss is something that the AI has no real control over. What they have control over is whether they take a shot at what range and try actively to come closer. So basically how they deal with the situation. Whether there's still some things to improve about that is something that testing shall show.