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author | pete318 <pete318@hotmail.com> | 2015-06-28 23:42:47 +0000 |
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committer | pete318 <pete318@hotmail.com> | 2015-07-02 23:11:20 +0000 |
commit | 1e0213bc57922719d4f7e8897cb7e8871c138fdc (patch) | |
tree | 14ae56957aa9e87eb366bdc28707ae548a2b584a /cmake/compiler/gcc | |
parent | 275bb9303438a3e6e21e90de514723fd4aba7b05 (diff) |
The following stealth changes are implemented.
- Combat no longer removes stealth, only damage does
- Creatures will pursue a stealthed unit they cannot see if they're already in combat with them
- When a player is ~~3 yards~~ 8% + 1.5 yards away from the usual stealth detection distance, the creature will perform the "alerted" effect.
- When sitting/sleeping creatures are distracted or alerted, they will stand up
- Idle movement creatures will return to their original (spawn) orientation after distract/alert
- When entering combat with a distracted/alerted creature, distract state is removed
- NPC no longer have a limit to stealth visibility (granted by stealth modifier spells/buffs)
- If alert visibility is greater than aggro range, no alert sent
Diffstat (limited to 'cmake/compiler/gcc')
0 files changed, 0 insertions, 0 deletions