Movement is one of the basic fundamentals of the game. It may seem simple at first but knowing how movement works means knowing where the enemy freelancers are and how to move for optimal positioning.
Every freelancer has a full movement of 8 squares if no abilities are used. Free action abilities allow full movement with the exception of Oz’s Made You Look. If an ability is used, a freelancer can only move 4 squares. Each movement can be broken down into a numerical value. Moving one square up, down, left or right counts as 1. Moving one diagonal in any direction counts as 1.5.
In a standard turn, when an ability is used, you can continue moving until your total movement value is at least 4. In the following example, Aurora’s movement path reached 4 so she cannot go further.
However, changing the movement path so that the diagonal is last, Aurora can reach one square further. This is because the previous square is calculated at 3.5 allowing Aurora to continue moving. Using this, you can pick a movement path that reaches squares that are slightly beyond the limit.
Types of Pathing
If you click a square for movement, the game will automatically input a movement path to the desired square. In the following example, Aurora wants to move to the far camouflage square. This is how the game would make the path:
To have more control over the path, you can use waypoints to input the movement path. How you set waypoints depends on your game settings. By default, waypoints are created by shift+right click. This can be changed so that a standard right click will make the waypoint without a key modifier.
There are several benefits to using waypoints such as controlling vision, avoiding traps, avoiding getting caught out by slows, checking camouflage areas and power up control. In the following example, Aurora uses manual pathing with waypoints to enter the camouflage area. This gives the enemy a last known position on the first tile even though she is in the second one (see camouflage guide for more information).
Any freelancer can also use auto follow as a movement option. To auto follow either a friendly or enemy freelancer, simply right click them (a double right click will disable auto follow and set a regular movement into their tile). Instead of a solid line for movement, auto follow shows a line with moving arrows to the desired target.
In the following example, Asana wants to auto follow Aurora. When using auto follow, you will move after regular movements (see guide on how phases work for more information about this interaction).
If a freelancer becomes slowed, their movement is reduced by 50%. A standard movement of 4 is reduced to 2.
If you know you are going to be slowed or have a chance of being slowed, it is a good idea to use waypoints to include a safe position.
In the following example, Aurora wants to move up to the tile behind the wall at the tunnel entrance. If she uses auto path, she could be in danger if slowed since she will only move to the position with the X. This leaves her out of cover and vulnerable.
Instead, Aurora can use waypoints to plan a path that would take her to a safe position. The end movement is the same result, but she would stop behind cover if she is slowed.
Haste increases movement by 50%. This would allow you to move 6 instead of the standard 4. Here is an example of Aurora’s possible movement locations with a standard 4.
With the haste buff, Aurora’s possible move locations expand to 6.
A freelancer can only be affected by one haste or one slow at a time (multiple status effects that are the same do not stack). However, a freelancer can be affected by both haste and slow at the same time. If this happens, they will cancel each other out.