Hello,
In v2.5, it seems that firing a smoke grenade triggers two effects (or the same one):
- the smoke prevent LOS in the current and following turns (the alien beyond the smoke disappear);
- the "memory" of all previously spotted aliens on this turn is lost, even if they shouldn't be connected to the smoke.
These two effects are most probably caused by a new calculation of
all the LOS.
Of course, if you send (again) a scout ahead, or if you still have a LOS on either alien population, then they don't disappear (or they reappear) on this turn, and every soldier can then fire through the smoke with no apparent prejudice (not tested with lasers).
Better wait for sending the scout when you fire several smoke grenades!
Given that the "scouting remanence" (or scouting memory) is a classical mechanism of any turn-based tactical game (though the "guided artillery" effect is not so realistic), I'd say that this immediate reset we experience with smoke grenades is a not wanted side-effect.
Suggestion: what I'd prefer, if technically possible:
When either party fires a smoke grenade, then,
- On the same turn, LOS is re-computed only for the enemy side (as regard to reaction fire). Scouting memory
- On the next turn, LOS is (logically) re-computed for any side.
If LOS can't be selectively re-computed for a given side only, perhaps it could possible to save all spotted aliens before re-computing all the LOS, and then restore "saved" aliens (this would generate a blink, perhaps?).
A choice must be made between (turn "0" is when a smoke grenade is fired)
- altering the realism and the balance on this turn "0" (allowing our soldiers to see through the smoke, while preventing the aliens to do so), and
- loosing the classical scouting memory for the rest of this turn "0" (loosing all previously spotted enemies not in LOS anymore).
Or has it been made already?