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items:holo_projection_mesh [2020/08/15 02:59] – [Recaptured camera bug] turtlingherd | items:holo_projection_mesh [2023/02/27 21:29] (current) – [Maintaining the disguise] ,,The disgiuse does not break when Prism enters into some Emmiter.'' miteusz | ||
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> //An expensive piece of hardware commonly used in the Holovid industry. Often disdained like lip-syncing on a stage.// | > //An expensive piece of hardware commonly used in the Holovid industry. Often disdained like lip-syncing on a stage.// | ||
- | The **Holo Projection Mesh** is a unique [[:item]] belonging to [[: | + | The **Holo Projection Mesh** is a unique [[:item]] belonging to [[: |
The Holo Projection Mesh can only be used by Archive Prism, not any other agent. It has no cooldown; it can be activated and deactivated any number of times in the same turn, if the agency has enough PWR to do so. The Holo Projection Mesh has a resale value of 250\ [[: | The Holo Projection Mesh can only be used by Archive Prism, not any other agent. It has no cooldown; it can be activated and deactivated any number of times in the same turn, if the agency has enough PWR to do so. The Holo Projection Mesh has a resale value of 250\ [[: | ||
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===== Maintaining the disguise ===== | ===== Maintaining the disguise ===== | ||
+ | The disguise can be activated even when sprinting is toggled on. | ||
+ | |||
+ | The disgiuse does not break when Prism enters into some Emmiter. | ||
===== When the disguise breaks ===== | ===== When the disguise breaks ===== | ||
+ | |||
+ | The disguise breaks if Prism enters onto a tile which is adjacent either orthogonally or diagonally to some enemy and is in primary vision of this enemy (even if it results in Prism hiding behind a cover). | ||
+ | |||
+ | The disguise breaks immediately if used in a primary vision of some enemy. It does not break if used in peripheral vision of some enemy. | ||
+ | |||
+ | The disguise breaks if Prism sptints to another tile. In such case a disguise breaks before a movement. It does not break when sprinting is enabled without moving. | ||
===== Known bugs ===== | ===== Known bugs ===== | ||
- | The Holo Projection Mesh is mechanically one of the most complicated items in the game, and there are several known bugs or issues | + | The Holo Projection Mesh is mechanically one of the most complicated items in the game, and there are several known bugs related to it. The "Prism door bug", " |
==== Prism door bug ==== | ==== Prism door bug ==== | ||
- | ==== Recaptured camera bug ==== | + | While Prism is disguised, [[:guards]] will attempt not to path through her. This means that if a guard path is recalculated while Prism blocks a door or another choke-point while disguised, then a guard with no valid path will stand still on the following enemy turn, unless another path recalculation is triggered after Prism gets out of the way. Similarly, guards with an alternate valid path to their patrol point or interest point may take a longer route instead. |
- | If a camera is [[: | + | This bug typically occurs when Prism opens or closes |
- | This " | + | ==== Recaptured camera bug ==== |
- | [[: | + | If a [[: |
+ | |||
+ | This " | ||
==== Diagonal camera bug ==== | ==== Diagonal camera bug ==== | ||
+ | |||
+ | Prism' | ||
+ | |||
+ | It may be possible for the same bug to occur in reverse, if Prism steps diagonally in front of an enemy-controlled unit, while orthogonally adjacent to a non-enemy-controlled unit. | ||
+ | |||
+ | ==== Turning-in-place bug ==== | ||
+ | |||
+ | The game checks whether Prism' | ||
===== Strategy ===== | ===== Strategy ===== |