To all who it may concern: Just yesterday, i was subject to a most unfair situation, in which i had cornered a muton to a standstill in the Paper Mill map (abduction), with proper cover in all sides at the start of the map. Right when i finished my turn, a no-where to be seen Cyberdisk (i previously found that disk, but it went towards the back of the mill, and was really no-where to be seen previously, so i cannot take blame for not killing it in time), teleported in front of my two top-soldiers and proceeded to pummel them into nothingness (and smartly enough, he took the FIRST surprise turn to kill my H.E.A.T. Bullet Storm Heavy, so i could not kill him back at my turn). That, in conjoint to other ocurrences, made me contact you (as a modding entity) to analyze how does that teleport bug come to life. The main idea of this post is to find if by enabling a patrolling stance to take initiative whenever the map starts (in contrast to "when-discovered"), or if the "random movement" can just get disabled somehow in coding/modding (by a jump of some sorts). Several times i've encountered that the monsters go a long way from cover to be discovered: 1) I once saw the sectoid's health bar a LONG way into the dark, and see it running towards my soldiers to be "found out" and trigger their sequence), moving a distance too far to be even dash'd with mobility enhancement (40 tiles?). 2) Another time, in a "Rescue Hostage" mission (Anna Sing, if that helps, seems to be an standard map for that mission), i found a group of thin men just at 27 range, trigger their "discovery" scene, but they got teleported to the back of the map (right near Anna Sing, with the soldiers at the starting point on their first turn). Those ocurrences give me a hint that the teleporting bug must come from a variable of patrolling enhancement, so it CAN BE ACTIVATED/DEACTIVATED beforehand, so it might be just a change of variables and BLAM, teleporting gone. DISCUSS. O2D.