1.Observer's maximum sight range is reduced, based on opponent's relative direction: 0%, 20%, 40% and 60% (for front, front-side, back-side and back respectively). For sneakers, the following algorithm decides the visibility:
2.First, raw Sneak skill value of the opponent is taken. Then the following boni are applied:
2.1For being next to a wall (1 hex, or 5 with Ghost perk): +30.
2.2For being hidden behind an object (there is an unpassable scenery between the opponent and the target no more than 2 hexes from the opponent): +60.
2.3For using Stealth Boy: +60.
3.At this point of calculations, Sneak is capped at 300. Then the following penalties are applied:
3.1 For opponent's relative direction: -72, -36, -12, 0.
3.2 For wielding weapons: -36 for two handed rifle in active slot, -72 for heavy weapons in active slot.
3.3 For wearing armours: -36 for Combat Armor and variants, -72 for Metal Armor and variants.
3.4 For running: -60, unless with Silent Running perk.
4.The opponent is invisible whenever its distance from the observer increased by final Sneak/6 is larger than observer's FRONT sight range (regardless of the actual direction).
5. Everything said when sneaked is downgraded to whisper.
6. Active Motion Sensor reveals all critters in 15 hexes radius (whether behind a wall or not). It consumes Small Energy Cells and Micro Fusion Cells. Use Science on it to see remaining charges.
7.Stealth Boy disappears on use and grants a 20 minutes long Sneak bonus. Consuming more resets the timer to 20 minutes.
Stealth boy timer is incorrect. At least 40+ minutes has to be 20.What does that mean? Note that stealth boy timer is counted down only when the player is logged in.
6. Motion sensor does it function properly , science works on it , but recharging still doesn't work.Fixed after update.
you are not behind a wall Not OkThis must be ok since it doesn't even have to be written: it's not possible to use the debug tool from behind a wall (should give some "Aim is blocked" message). "Wall" here is meant as actual wall, not as an occluder such as a barrel or a window.
AC in TBObvious error in the description: it should read "half" instead of "twice". More explicitly ("critter" means npc or player):
What does that mean? Note that stealth boy timer is counted down only when the player is logged in.
Stealth Boy disappears on use and grants a 20 minutes long Sneak bonus. Consuming more resets the timer to 20 minutes.
To be fair, the AC part appears to be tested enough already.I'm not participant of CBT, so don't know exact what you tested, but in OBT I really liked to exploit AC and I still know how to accumulate AC at current server and it's not a graphical bug as people really have less chance to hit you.
Obvious error in the description: it should read "half" instead of "twice". More explicitly ("critter" means npc or player):
When the critter's turn begins: save the current position as pos1.
When the critter's turn ends: denote the current position as pos2. Until the critter's next turn, the critter is considered running if and only if
Distance(pos1,pos2) + action_points_left >= max_action_points/2,
where
- Distance(pos1,pos2) means actual distance between the two hexes. It is not exactly related to the number of hexes the critter have travelled. If you move 1 hex and then return to the original position, it counts the same as if no move was done at all.
- action_points_left are leftover points from the turn. In previous mechanics, these were simply added to critter's AC until its next turn (or end of TB combat).
- max_action_points is obvious.
Offtopic question:
In OBT if drug effect ends while you're entering TB encounter you can ignore effect of -1 AP from addiction. For example: I found an encounter in TB, and, oh noes, damned Jet ending in wrong time as usually when not needed, I'm losing -2 AP and gaining DR back while on WM yet with red lightning bolt flashing, but, then I entering an encounter with some muties and combat starts, my turn, and... no, I don't lose -1 AP for addiction from Jet. I guess the same thing will happen if server saves data in between losing Jet effect and gaining -1 AP from addiction and then server crashes, I think if I'll log in, I'll have full APs like if I never had an addiction. So is it possible to fix it in some way, may be perform those checks during some actions, like each time you're logging in, getting new turn/ending turn, entering a location or something?