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In Testing: Changes to Invisibility

Updated Fri, Jan 02, 2009 by Shayalyn

Changes to Invis in Testing

Here's something from Samera that appeared on the official forums today. There are changes to invisibility in testing. Here's the scoop:

In order to bring the stealth and invisibility systems closer to the D&D Core Rulebooks, we’re redesigning how the systems work.

Monsters that think they have detected a hidden target will no longer unerringly home in on the stealthed character. Now, alert NPC’s will begin making “best guess” attacks near the last suspected location of their target (the last location they either saw their opponent, or heard them if they made noise), and will search in a progressively wider radius until they find their foe. A monster that physically bumps into a stealthed player will automatically detect them and begin attacking.

Invisibility, rather than granting complete undetectability, now routes through the stealth system the same way Hide and Move Silently do, but grants the target a substantial bonus (+20) to their stealth score and permits stealth in bright daylight (“five eyes”). We highly recommend engaging stealth mode while invisible since the invisibility spell will not prevent monsters from hearing your footsteps otherwise. Invisible Rogues should still use cover to their advantage - casting the invisibility spell on a rogue enhances their already excellent stealth abilities. Hanging out in front of a monster for prolonged periods of time even if you are invisible is tempting fate (just like the normal stealth system). Eventually the monsters will notice your presence.

Both invisibility and stealth now contain detaunt elements when you are in a party. Opponents will prefer to attack targets that are visible, and if they cannot find you they will eventually give up, rather than persistently hunting for you over long distances. Distance to your observer also now plays an important role – beyond a certain distance they are unable to detect you at all, even when they think they may know where you are. Hate will now decay much faster if a monster has no idea where you are.

This system gives us more flexibility to adjust and improve the gameplay of stealth and invisibility. For example, among our future development plans, we would like to add in the ability to open doors and pull levers without invisibility or stealth dropping. However, opening a door or pulling a lever would still make a sound, which the monster would have a chance to hear.

Known Issues

The detaunt effect of stealth and invisibility currently only function while in a party - monsters will currently not give up searching for you if you are solo.


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