View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0006764 | Valley 1 | Bug - Gameplay | Mar 20, 2012 11:44 pm | Apr 19, 2012 7:12 pm | |
Reporter | BobTheJanitor | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.911 | ||||
Fixed in Version | 0.933 | ||||
Summary | 0006764: Detectability bug and/or feature request | ||||
Description | Not sure what proper behavior is for stealth situations, so I'm not sure if they're working correctly or not. I've noticed in stealth assassination missions and in playing around with detectability lowering enchants that it seems like as soon as one enemy sees me, everything in the room is alerted. If this is intended behavior, it sort of makes sense, but given the way that a bat can zip out of the darkness and into your face with no warning, this makes stealth a useless mechanic in most situations. And since clockwork probes still seem to ignore stealth entirely, any room with one of them will also alert everything instantly. | ||||
Tags | No tags attached. | ||||
Internal Weight | Fix Before Major Release | ||||
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Monsters are only alerted if they have been damaged or you come into their range, to my knowledge. |
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It's kind of hard to test this, since an alerted monster and an oblivious monster look exactly the same. So it comes down to trying to figure out if something is coming at you because it is alerted, or if it's just walking that direction at random. With espers you can see if they're alerted based on whether they're shooting or not, but that's about it. I was toying with a -70ish % detectability enchant last night, and it seemed to have little to no effect. I guess this just needs more testing. Does continent tier or either of the difficulty sliders have any effect on this? |
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We're thinking of doing a detectability indicator when you're in stealth mode, which would help test the validity of what's going on in general, and answer a lot of the questions which right now are simply vague (is he chasing me or is he just wandering my way). |
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Cheers! * When you are wearing a cloak of shadows enchant or are taking part in a stealth mission, you can now see how close to detection you are from enemies, and you can also see if you are inside their detection range. This really is very important for those stealth portions to even work, because without the visual indicator it was all guesswork. * Previously there was a rather nontrivial bug in the stealth mechanics in that the firing-at-you range of enemies was not even reduced by the stealth mechanic -- only the chasing-you range was altered. This meant that, for most intents and purposes with ranged enemies, the stealth mechanics did nothing! * The stealth mechanics have been altered so that they no longer affect bosses at all; bosses see you just fine no matter what. This is useful because it lets the stealth mechanics be powerful without letting you just cheaply take down bosses in particular. * The monsters in stealth assassination missions are now 600% stronger than normal rather than 300% stronger like they previously were. Combined with the better stealth abilities on your part, this should make this actually more of a, you know, stealth mission. |
Date Modified | Username | Field | Change |
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Mar 20, 2012 11:44 pm | BobTheJanitor | New Issue | |
Mar 21, 2012 10:59 am | tigersfan | Internal Weight | => Fix Before Major Release |
Mar 21, 2012 10:59 am | tigersfan | Assigned To | => Chris_McElligottPark |
Mar 21, 2012 10:59 am | tigersfan | Status | new => assigned |
Mar 21, 2012 11:47 am | Chris_McElligottPark | Note Added: 0021144 | |
Mar 21, 2012 6:00 pm | BobTheJanitor | Note Added: 0021162 | |
Mar 21, 2012 6:43 pm | Chris_McElligottPark | Note Added: 0021164 | |
Apr 19, 2012 7:12 pm | Chris_McElligottPark | Note Added: 0022436 | |
Apr 19, 2012 7:12 pm | Chris_McElligottPark | Status | assigned => resolved |
Apr 19, 2012 7:12 pm | Chris_McElligottPark | Fixed in Version | => 0.933 |
Apr 19, 2012 7:12 pm | Chris_McElligottPark | Resolution | open => fixed |