Noise & Stealth/zh

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Revision as of 13:12, 15 January 2023 by Albert (talk | contribs) (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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“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:

  • Unaware/zh
  • Suspicious/zh
  • Hostile/zh


警觉级别

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 Unaware as long as you don't enter their Vision, create some Noise you or until you hit them with an attack.

Suspicious NPCs will interrupt their normal routine and they will move to the last spot where they saw or heard you. They will remain Suspicious until they come close enough to spot you or until you hit them with an attack or ability, then they become 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 Unaware state.

Territorial animals - such as Bears, Boars or 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 Hostile state. Otherwise, if player leaves their close proximity quickly enough, the animals will go back to the Unaware state.

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 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