====== Cover ====== > //End your agents' turns with their backs against cover objects. It'll lengthen their life expectancy.// [[:Agents:]] can take **cover** to hide from [[:guards:]] and [[:mainframe devices:Security Cameras]]. Many objects provide [[#soft cover]], allowing agents to hide on adjacent tiles; some decor objects also provide [[#tall cover]], blocking [[:vision#line of sight]] completely. Walls and closed [[:doors]] are also [[#hard cover]]. Cover can also be used to hide [[:KO|knocked-out]] or [[:lethal damage|lethally-wounded]] bodies of agents or guards, [[:rebooting]] or destroyed [[:drones]], and suspicious [[:items:]]. Even if a guard notices an agent behind cover, they cannot see the agent, nor can they [[:guard behaviour#overwatch]] or shoot them. [{{cover.png?300|[[:agents:Decker]] takes cover behind a desk. The yellow tiles are "hidden" from the guard.}}] [{{cover_tactical_view.png?300|[[:Tactical view]] can make it easier to see which tiles are in cover.}}] ===== Soft cover ===== [{{ cover_diagonal.png?168|The glass screen provides soft cover on the two highlighted tiles.}}] [{{ cover_grid_axis.png?168|The glass screen provides soft cover on the three highlighted tiles.}}] [{{ cover_facing_wrong_direction.png?168|The desk provides soft cover to [[:agents:Decker]], despite his pose.}}] [{{ cover_eye_icon.png?168|The "eye" icon indicates that this sculpture provides soft cover (high contrast image).}}] Most decor objects and [[:mainframe devices:]] provide **soft cover**, allowing [[:agents:]] to hide on adjacent tiles. Tiles which are currently in soft cover from enemy [[:vision]] are shown as "hidden", and coloured in yellow; this can often be seen more clearly in [[:tactical view]]. Soft cover only blocks enemy vision, not the agency's vision. Cover objects only provide cover on adjacent tiles from some directions. An agent adjacent to a cover object is in soft cover from a [[:guard]], [[:mainframe devices:Security Camera]] or [[:mainframe devices:Turret]]'s vision if they are further away from the guard, camera or turret than the cover object is. In practice this means that when a guard faces a cover object along a grid axis, tiles behind the object or beside it are in cover from the guard; otherwise tiles on the two sides behind the object are in soft cover. When an agent is taking soft cover, they are usually (but not always) shown either as crouching, or with their back against the cover object, instead of standing upright. This is purely a graphical detail; in particular, when an agent is in cover from multiple directions, the direction they are facing or the way they are crouched does not matter. Most [[#tall cover]] objects also provide soft cover. There are a few decor objects such as the [[:memes:the_lamp|K&O office lamp]] which do not provide soft cover, despite their appearances. To see whether a particular object provides soft cover, hover the cursor over an adjacent tile; a faint "eye" icon indicates that the tile is in soft cover from that direction. Doors, guards, traitorous [[:drones]] and [[:mainframe_devices:Turrets]], and [[:agents:Archive Prism]] while disguised, are never in soft cover. As such, guards will [[:guard behaviour#interest point|notice]] when a door on a "hidden" tile is opened or closed, and they will see when a guard on a "hidden" tile is [[:attack|attacked]]. Guards, cameras and turrets always see the adjacent tiles in front of them, even if there is a cover object on the same tile as themselves. For example, a [[:Console]] never provides cover from a [[:mainframe devices:Security Camera]] on the same tile. ===== Tall cover ===== **Tall cover** objects block [[:vision|line-of-sight]] completely. Unlike [[#soft cover]] which only hides certain things from the enemy on adjacent tiles, tall cover blocks vision for both the player and the enemy on //all// tiles behind it. Tall cover also blocks scans by [[:drones]] and [[:guards:Enforcers]], and the area of effect of [[:items:Flash Grenades]] and [[:items:Flash Packs]], which are determined by line-of-sight. All decor objects which provide tall cover also provide [[#soft cover]], except for the folding dividers in some [[:facility#objective rooms]] which are tall cover but not soft cover. ===== Hard cover ===== [{{ cover_hard_corner.png?224|[[:agents:Internationale]] cannot move diagonally around this pillar's hard corner.}}] Walls and closed [[:doors]] are **hard cover**. They provide [[#soft cover]], and block line-of-sight like [[#tall cover]], but additionally it is not possible to move diagonally around their hard corners. {{tag>incomplete}}