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Author Topic: Stealth not functional  (Read 1504 times)

Flaede

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Stealth not functional
« on: November 04, 2010, 12:20:06 pm »

So... playing the .12 version, since that is the one with Shops. (Genesis mod if it matters)
I am all happily playing a "play now" kobold... and realize that even though I may be stealthy, animals always know where I am anyways. Predators run towards me. Rabbits run away. etc. This is kind of useless, since my speed is halved for no appreciable gain when going "stealth". Am I missing something?
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

The Merchant Of Menace

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Re: Stealth not functional
« Reply #1 on: November 04, 2010, 12:21:50 pm »

Are you sure you're sneaking, and not lying down?
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Flaede

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Re: Stealth not functional
« Reply #2 on: November 04, 2010, 12:23:54 pm »

Are you sure you're sneaking, and not lying down?

very sure.
I was going to play this kobold as "no savescumming", and just run around stealthed, killing for food to eat and blood to drink (ie. no Travel, which means no ambushes. Which means the challenge is possible.). Now I can't. Very frustrating.
« Last Edit: November 04, 2010, 12:28:06 pm by Flaede »
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Eugenitor

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Re: Stealth not functional
« Reply #3 on: November 04, 2010, 12:30:58 pm »

Do you have any ranks in Ambusher?
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The Merchant Of Menace

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Re: Stealth not functional
« Reply #4 on: November 04, 2010, 12:35:00 pm »

Play now, so no. Practice.
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Flaede

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Re: Stealth not functional
« Reply #5 on: November 04, 2010, 12:36:49 pm »

I have gotten it up past competent.
When do bears stop innately knowing where i am?
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

The Merchant Of Menace

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Re: Stealth not functional
« Reply #6 on: November 04, 2010, 12:38:57 pm »

Probably when you get to "skilled" or so.
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Knigel

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Re: Stealth not functional
« Reply #7 on: November 04, 2010, 12:41:26 pm »

Probably when you get to "skilled" or so.

No, it really doesn't matter. For some reason pathfinding isn't taking into account stealth, so while enemies won't attack you when you're ambushing they'll still run away from or toward you if you're in sight.

It's always been like this for me in .12 and I think it's on the bug tracker.
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Flaede

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Re: Stealth not functional
« Reply #8 on: November 04, 2010, 12:42:54 pm »

Probably when you get to "skilled" or so.

No, it really doesn't matter. For some reason pathfinding isn't taking into account stealth, so while enemies won't attack you when you're ambushing they'll still run away from or toward you if you're in sight.

It's always been like this for me in .12 and I think it's on the bug tracker.

Booo. Hopefully not in the next release. I guess my badass kobold adventurer will have to wait until then.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

The Merchant Of Menace

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Re: Stealth not functional
« Reply #9 on: November 04, 2010, 12:44:39 pm »

By then we'll have aimed shots anyways. so "iz bettear, much bettear"
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Flaede

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Re: Stealth not functional
« Reply #10 on: November 04, 2010, 12:49:31 pm »

functional stealth > aimed shots
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

The Merchant Of Menace

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Re: Stealth not functional
« Reply #11 on: November 04, 2010, 12:51:53 pm »

Functional Stealth + Aimed Shots = Stealthy Coups de Grace.
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Miko19

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Re: Stealth not functional
« Reply #12 on: November 04, 2010, 01:07:59 pm »

Functional Stealth + Aimed Shots = Stealthy Coups de Grace.
Stealth works for me fine.
And aimed shots will come (FUCKING HOPE SO!!!) tomorrow.
FUCK YEAH 2 MONITORS FTW!
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Knigel

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Re: Stealth not functional
« Reply #13 on: November 05, 2010, 12:30:12 am »

Functional Stealth + Aimed Shots = Stealthy Coups de Grace.
Stealth works for me fine.
And aimed shots will come (FUCKING HOPE SO!!!) tomorrow.
FUCK YEAH 2 MONITORS FTW!

Yes, whether or not it works seems sort of sporadic.
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Flaede

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Re: Stealth not functional
« Reply #14 on: November 05, 2010, 09:44:46 am »

Stealth works for me fine.

I think that stealth works in the newer releases, but the world was a wasteland when I tried playing them. Towns empty of anything besides huts and naked villagers.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]
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