Difference between revisions of "Noise & Stealth/zh"

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(Created page with "“声响”机制用于反映你的行动会产生多大的声音,产生声音就有可能令NPC敌人警觉,从而影响他们之后的行动。 __TOC__ == 警觉 == thumb|熊产生怀疑|right thumb|熊产生敌意|right NPC进入“警觉”的状态,就表示他们察觉到了你的动向。城乡的居民不会警觉,但是其他所有中立NPC和Enemies/zh敌人会...")
 
 
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警觉系统目前分为三级:
警觉系统目前分为三级:
* {{c|gray|Unaware/zh|毫无察觉}}
* {{c|gray|毫无察觉}}
* {{c|orange|Suspicious/zh|怀疑}}
* {{c|orange|怀疑}}
* {{c|unholy|Hostile/zh|敌意}}
* {{c|unholy|敌意}}




===警觉级别===
===警觉级别===
'''{{c|gray|Unaware}}''' NPCs will do their normal things - walk around, sit around the fire, stand ground and guard their area, and so on. They will remain {{c|gray|Unaware}} as long as you don't enter their Vision, create some Noise you or until you hit them with an attack.
'''{{c|gray|毫无察觉}}''' NPC会继续做自己的事情,四处走动、坐在火边、站住不动或者守护他们的地盘……只要你不进入他们的视野、不产生声响且你的攻击没命中他们,他们就始终都是{{c|gray|毫无察觉}}的状态。


'''{{c|orange|Suspicious}}''' NPCs will interrupt their normal routine and they will ''move'' to the last spot where they saw or heard you. They will remain {{c|orange|Suspicious}} until they come close enough to spot you or until you hit them with an attack or ability, then they become {{c|unholy|Hostile}}. If they cannot find you and don't get alerted again for a certain amount of time, they will eventually go back to their {{c|gray|Unaware}} state.
'''{{c|orange|怀疑}}''' NPC会停下正常行动,转而向他们最后看到或听到你的位置''移动''。他们在移动的过程中会保持{{c|orange|怀疑}}的状态,直到发现你或者被你的攻击或能力击中,然后就会产生{{c|unholy|敌意}}。如果他们没找到你,而且一段时间之内没有再次警觉,最终就会恢复{{c|gray|毫无察觉}}的状态。


'''{{c|Territorial}}''' animals - such as [[Bear]]s, [[Boar]]s or [[Wolf|Wolves]] - will instead hold their position when they spot the player and try to scare the player away by making specific sound and animation. If the player stays in their close proximity for too long or comes too close, these animals will also enter the {{c|unholy|Hostile}} state. Otherwise, if player leaves their close proximity quickly enough, the animals will go back to the {{c|gray|Unaware}} state.
'''{{c|Territorial|领地受侵}}'''[[Bear/zh|熊]][[Boar/zh|野猪]][[Wolf/zh|]]之类的东西,如果看到玩家,会站在原地,做出某些动作、发出某些声音,以此企图将玩家角色吓走。如果玩家在它们附近站得太久或者距离太近,这类动物就会进入{{c|unholy|敌意}}状态。如果玩家及早走远,这些动物就会回到{{c|gray|毫无察觉}}的状态。


'''{{c|unholy|Hostile}}''' NPCs will ''move and attack'' you with melee or ranged attacks, spells and they will use their [[Skills]] to charge at you and kill you. They will remain {{c|unholy|Hostile}} until killed, or until you manage to run out of their Vision, which will make them switch back to the {{c|orange|Suspicious}} state.
'''{{c|unholy|敌意}}''' NPCs will ''move and attack'' you with melee or ranged attacks, spells and they will use their [[Skills]] to charge at you and kill you. They will remain {{c|unholy|Hostile}} until killed, or until you manage to run out of their Vision, which will make them switch back to the {{c|orange|Suspicious}} state.


There are exceptions to this behavior. For example, if some Suspicious or Hostile NPCs see other NPCs that they would like to fight, they might choose to ignore you and go fight other NPCs instead (for example Bandits vs. Wolves).
There are exceptions to this behavior. For example, if some Suspicious or Hostile NPCs see other NPCs that they would like to fight, they might choose to ignore you and go fight other NPCs instead (for example Bandits vs. Wolves).

Latest revision as of 11:19, 16 January 2023

“声响”机制用于反映你的行动会产生多大的声音,产生声音就有可能令NPC敌人警觉,从而影响他们之后的行动。



警觉

熊产生怀疑
熊产生敌意

NPC进入“警觉”的状态,就表示他们察觉到了你的动向。城乡的居民不会警觉,但是其他所有中立NPC和Enemies/zh敌人会警觉。虽然NPC会对彼此的动向做出反应(例如狼会追鹿,狼和土匪会彼此残杀),但如果附近出现玩家,他们采用的似乎是另一个不同的警觉系统。


警觉系统目前分为三级:

  • 毫无察觉
  • 怀疑
  • 敌意


警觉级别

毫无察觉 NPC会继续做自己的事情,四处走动、坐在火边、站住不动或者守护他们的地盘……只要你不进入他们的视野、不产生声响且你的攻击没命中他们,他们就始终都是毫无察觉的状态。

怀疑 NPC会停下正常行动,转而向他们最后看到或听到你的位置移动。他们在移动的过程中会保持怀疑的状态,直到发现你或者被你的攻击或能力击中,然后就会产生敌意。如果他们没找到你,而且一段时间之内没有再次警觉,最终就会恢复毫无察觉的状态。

领地受侵野猪之类的东西,如果看到玩家,会站在原地,做出某些动作、发出某些声音,以此企图将玩家角色吓走。如果玩家在它们附近站得太久或者距离太近,这类动物就会进入敌意状态。如果玩家及早走远,这些动物就会回到毫无察觉的状态。

敌意 NPCs will move and attack you with melee or ranged attacks, spells and they will use their Skills to charge at you and kill you. They will remain Hostile until killed, or until you manage to run out of their Vision, which will make them switch back to the Suspicious state.

There are exceptions to this behavior. For example, if some Suspicious or Hostile NPCs see other NPCs that they would like to fight, they might choose to ignore you and go fight other NPCs instead (for example Bandits vs. Wolves).


Noise

These actions generate noise:

  • Shouting
  • Combat
  • Breaking objects
  • Throwing items
  • Attacking
  • Using Skills
  • Killing Enemies

This list is incomplete. You can help Stoneshard wiki by expanding it.

The items you wear can change the amount of Noise Produced. The more Noise you produce, the higher is the chance that an enemy will raise their Alertness state from Unaware to Suspicious and come search for you. In addition, some actions seem to always produce Noise, regardless of the items you wear. These are:

  • Breaking crates, doors and barrels
  • Killing enemies (but not attacking them - need confirmation)
  • Shouting

This mechanic also allows you to lure enemies into favorable terrain or narrow passages to gain an advantage for battle.


Noise Amount

TBA how much noise is generated by each action, needs research


Stealth

Stealth is a mechanic which allows you to stay invisible to Enemies while performing actions in their Vision range. Stealthy players may be able to approach enemies without alerting them, this is currently useful for performing Backstabs. Stealth mechanic is closely tied to the Stealth attribute and the Stealth Mode, but the Stealth Mode is not yet in the game.

A knight in full plate is much more likely to be spotted than a rogue wearing a dark cloak and leather boots. Stealth attribute affects this chance. Enemies can only spot you when you stand within their Vision range. Stealth will be subject to changes according to the Development roadmap. Enemies' detection ability also varies, as some enemies are able to spot you from several tiles away, while others need to come really close before becoming Hostile. Hiding behind trees and corners also seems to help avoid being detected, but again the specifics are currently unknown.


See Also


本页最后一次更新时间:补丁: 0.8.0.27