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#1 |
Ironband/Quickband Maintainer
Join Date: Nov 2007
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Stealth
Hello
Please can someone be so kind as to explain, or point me to an explanation of, how stealth works in V? Ie what actions make noise, how much noise causes mobs to wake up, and is there any other way for mobs to wake? Would be much obliged A.
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#2 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
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This
Code:
/* Apply Skill -- Extract noise from stealth */ state->noise = (1L << (30 - state->skills[SKILL_STEALTH])); Code:
/* Anti-stealth */ notice = randint0(1024); /* Hack -- See if monster "notices" player */ if ((notice * notice * notice) <= p_ptr->state.noise) { d = 1; /* Wake up faster near the player */ if (m_ptr->cdis < 50) d = (100 / m_ptr->cdis); /* Still asleep */ if (m_ptr->m_timed[MON_TMD_SLEEP] > d) { /* Monster wakes up "a little bit" */ mon_dec_timed(m_ptr, MON_TMD_SLEEP, d , MON_TMD_FLG_NOMESSAGE, FALSE); /* Notice the "not waking up" */ if (m_ptr->ml && !m_ptr->unaware) { /* Hack -- Count the ignores */ if (l_ptr->ignore < MAX_UCHAR) l_ptr->ignore++; } } else { /* Reset sleep counter */ woke_up = mon_clear_timed(m_ptr, MON_TMD_SLEEP, MON_TMD_FLG_NOMESSAGE, FALSE); /* Notice the "waking up" */ if (m_ptr->ml && !m_ptr->unaware) { /* Dump a message */ msg("%s wakes up.", m_name); /* Hack -- Update the health bar */ if (p_ptr->health_who == m_ptr) p_ptr->redraw |= (PR_HEALTH); /* Hack -- Count the wakings */ if (l_ptr->wake < MAX_UCHAR) l_ptr->wake++; } } }
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#3 |
Ironband/Quickband Maintainer
Join Date: Nov 2007
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Very simple then - to avoid waking a monster up, wear stealth kit and try to stay a long distance from it?
This could be improved on I think. Do variants have more complex stealth/noise systems? A.
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#4 |
Knight
Join Date: Jan 2008
Posts: 526
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Sil has a complex Stealth system, and it also explains everything about how stealth and noise works in the manual and tutorial.
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#5 |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,610
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Sanband & Dajangband are 2 others. Dajangband has some sort of perception systems where monsters hide as well & lots of mimics. It's interesting but I struggled to get very far without some part of the dungeon eating my characters.
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#6 |
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O/FA have a noise flow map which allows monsters to chase the player by sound (in the same way as update_smell in Quickband allows them to chase the player by smell). The amount of noise made by the player is also dependent not just on stealth, but on noisy activities (like digging).
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#7 |
Ironband/Quickband Maintainer
Join Date: Nov 2007
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You would think it would be good to get some of this into V.
A.
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#8 |
Vanilla maintainer
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Not if I want to maintain my competitive advantage
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#9 |
Swordsman
Join Date: Jan 2011
Location: Sarf Laaaahdon
Posts: 323
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Piggyback question: did stealth get stealthier between 3.3.2 and 3.4.1? In the couple of games I've had that have gone beyond CL25 I've consistently felt far sneakier than I should be...
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#10 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Not to my knowledge. Maybe you've just been playing innately stealthier characters? Or getting lucky with speed items; speed effectively makes you stealthier since the monsters get fewer turns to be disturbed in before you encounter them.
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Thread | Thread Starter | Forum | Replies | Last Post |
Stealth vs Aggravation | Tibarius | Vanilla | 7 | July 11, 2011 21:57 |
Insane stealth | Timo Pietilä | Vanilla | 32 | March 31, 2011 21:52 |
Stealth or speed? | Sirridan | Vanilla | 6 | March 11, 2010 05:33 |
Improving stealth | jv123 | Vanilla | 7 | June 22, 2009 22:07 |
Excellent Stealth | bpleshek | Vanilla | 5 | September 5, 2008 02:09 |