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Old March 29, 2011, 09:54   #1
Timo Pietilš
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Insane stealth

Hello.

I'm currently playing hobbit rogue, and I lack decent weapon to get to endgame (BoC of Acid (+14,+14) is best I have found), but I'm having insane stealth. With Trickery +3, Belegennon (I can use pretty much anything I choose here) and Elven cloak of Magi +4 {ESP} I have +11 to stealth and because even starting hobbit rogue is already very stealthy I can wipe out whole vaults without waking anything up.

Is there some cap how high stealth can go? Some effective cap, if not actual cap? I have Balli Stonehand in home and that adds another +3 to stealth (and it isn't bad as weapon either if I add Ring of Acid, unfortunately that would mean -10 speed making permanent speed lower than +20).
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Old March 29, 2011, 10:38   #2
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A few weeks ago I mentioned my new-found ability to stroll up to druj / drujes / drujii. I'm sure 'something' has changed with 's', if not with stealth itself.

It would be good if the clanging and screams of melee increased the chances of nearby things waking up. There are very, very sound sleepers down there...
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Old March 29, 2011, 10:59   #3
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Quote:
Originally Posted by Timo Pietilš View Post

I can wipe out whole vaults without waking anything up.
I don't know the answer to your questions, but that is awesome
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Old March 29, 2011, 14:54   #4
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I must try writing a rude word using corpses in an orc pit...
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Old March 29, 2011, 15:13   #5
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Quote:
Originally Posted by scud View Post
A few weeks ago I mentioned my new-found ability to stroll up to druj / drujes / drujii. I'm sure 'something' has changed with 's', if not with stealth itself.

It would be good if the clanging and screams of melee increased the chances of nearby things waking up. There are very, very sound sleepers down there...
Now, now. Drujs don't really move around much--their cardiovascular fitness isn't great, so they need a lot of rest after even small exertions.
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Old March 29, 2011, 15:18   #6
Timo Pietilš
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Originally Posted by scud View Post
I must try writing a rude word using corpses in an orc pit...
Pits are generated always awake. Vaults are not.
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Old March 29, 2011, 15:32   #7
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I must try writing a rude word using corpses in a large room with a high population density comprising entirely of orcs...
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Old March 29, 2011, 16:16   #8
Timo Pietilš
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Originally Posted by scud View Post
I must try writing a rude word using corpses in a large room with a high population density comprising entirely of orcs...
Well, considering that last vault I killed about 30 nether hounds, five giants, 20 or so black puddings, one Hell Wyrm, one Ancient Bronze, One Great Wyrm of Balance, few basic four Ancient dragons and numerous trolls before going after Black Reaver which was still asleep, I think that is entirely possible. I actually cleared some of the floor from interesting items in case Reaver uses manastorm before hitting it.

(Hounds and most of the puddings were awake, everything else was asleep until I attacked them)....and I just realized that most of the time I had only +3 magi (the +4 one was loot from that vault) and Elessar instead of Trickery on, I put trickery on to cover nexus about half-way thru because there was nexus vortex in the vault. I wonder if putting that on before digging to the front door would have prevented those puddings from waking up.
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Old March 29, 2011, 16:30   #9
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Here's how stealth works, by my reading:

The player's "noise rating" is given as 2 ^ (30 - stealth skill). Functionally this should cap at a noise rating of 1. In process_monster (which I believe is called once per monster turn), we generate a random number from 0 to 1023 inclusive, then cube the result. If the result is less than or equal to the player's noise rating, then we try to disturb the monster. The amount of disturbance is 100 / (distance from monster to player), capped to an int. We subtract the disturbance value from the monster's sleep value, and if it goes below zero, the monster wakes up.

Initial sleep values are set based on the last entry in the I: line in monster.txt: a specific monster's sleep value is that number * 2, plus 1d(number * 10). Black reavers have a value of 50 here, which means that even an absolutely noisy character standing right next to the reaver has at least 1 turn in which it will remain asleep.
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Old March 29, 2011, 16:59   #10
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I must try writing a rude word using corpses in an orc pit...
http://www.gocomics.com/foxtrot/2010/12/12/
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