The theme of this update is to look over and improve the Overwatch system and make it more usable to use. While the core mechanics of Overwatch remains (Operator holds their position, waits to attack any Monster observed using a Normal attack, repeat until round is over) the usage of having a single Operator act as a guard for an alternative path or doorway was always hampered by the fact that one had to re-set this each round and wouldn't actually know if the Operator being far away had observed any Monsters and attacked them.
So to help with this and speed up the gameplay somewhat, any Operator that stands as Guard using Overwatch, but doesn't attack any Monsters in the current round, will carry over the order to the next round. This will continue until any Monster is finally observed and attacked, or the order is removed.
If a Monster is observed and there is enough time in the Round left to attack it, the Operator will call out 'Contact!' and the camera will move to show the action.
At the same time, the active Range for the Overwatch order is now rebalanced, to only extend as far out as the Operators Perception level in meters. To help visualize exactly what the Operator will cover, the area-overlay for the Order now scales with the actual range and has a new redesigned texture to give a clear outline of the boundaries.
The camera centering on the character on double-click on the Operator portrait in the Team Overview panel, and now also from an Operator engaging a Monster while in Overwatch, will now by default have the camera be rotated and placed behind the Operator in the direction the Operator is standing. There is also added options in the Options Menu to choose an alternative behavior, anything from 90 or 45 degrees rotated to the left, no relative rotation (default) and 45 or 90 degrees rotated to the right. If one would like the camera to behave like before with no relative rotation, there is a checkbox labeled 'No Rotation' that can be checked.
In addition, there is also some adjustments to several AppliedEffects, with additional impacts on Perception and Charisma, to better reflect the impact that should be experienced. See below for details.
Full changelog
- Overwatch Order is now carried over to next round if not triggered
- PreViz for Overwatch Order remade, sizes to the Operators Perception to indicate actual Range
- Overwatch range is now equal to Operators Perception, lowered from 2x PER
- Overwatch Animation now loops smoothly when not triggered and across multiple rounds
- Operator in sustained Overwatch will now yell 'Contact' when seeing a Monster and Camera will move to it
- Added new options to Options Menu: optional Default Rotation when moving the Camera relative to an Operator
- Adjusted font style and size for Merchant Note 1 to make it easier to read
- Recovering state now has a -50% penalty for Charisma for Team-mates Morale check
- Adjusted BoostInjection to also temporarily give +2 in Perception to injected Operator
- Adjusted AppliedEffect 'Hurt' to also have a -25% to Perception for afflicted character
- Adjusted StunNade's AppliedEffect 'Stunned' to also have -50% to Perception for afflicted character
Changed files in this update