Good news on the Squadsight / AI front (well, good news for some, at least ^_^)



I've patched up a few changes to the AI (13 modfiles in total) so that the AI is capable of shooting from beyond visual range (with squadsight), and makes reasonably appropriate moves when squadsight is available -- it no longer still charges into visual range.



I've also verified via the developer console command AIDebugModifiers that alien squadsight units are limited at a fundamental level (outside of the AI code) to only be able to shoot at units that obey the "Three Laws of Squadsight"

First Law ) A unit can only shoot at a target that is visually spotted by a friendly unit

Second Law ) A unit can only shoot at a target it has LOS to

Third Law ) A unit can only shoot at a target within the weapon range defined in the config files



The 1st and 2nd are vanilla -- the 3rd is being added.



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In terms of balance we're going to not add a ton more squadsight to the game, since we don't want to radically alter how the tactical game plays out.



For XCOM :

- Sniper Rifles will continue to have long range squadsight capabilities for Snipers only

- Marksman Rifles will have "extended" sight allowing squadsight and reaction fire to range 35 meters, 8 meters (about 5.3 tiles) beyond visual range

- LMGs (the new MoveLimited Gunner weapon) will have intrinsic "extended sight" to 35 meters. This includes Suppression at this range.



For Aliens:

- Level 4 and higher Thin Man leaders will have long range squadsight

- After research 550, 10% of all Thin Men will have long range squadsight

- After research 360, 10% of Mutons will have "extended" sight to 35 meters

- After research 420, 10% of Muton Elites will have "extended" sight to 35 meters

- Level 3 and higher Exalt Sniper leaders will have long range squadsight

- Level 1 and higher Elite Exalt Sniper leaders will have long range squadsight



As you can see, very few aliens/exalt will have squadsight, but it will be around.

