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- Armor and sneaking have exclusive effects on overall stealth, rather than armor taking effect only while sneaking. Gameplay: - Agents factor in stealth from armor in all cases, not only when sneaking. - Max stealth takes place when sneaking (final multiplier of `0.7`) and with stealth from armor up to `0.7` (`0.3` multiplier), resulting in a max distance modifier of about `0.5`, approximately what it was previously. - Min stealth score from armor is now 0 instead of 2. Internals: - Stealth getter accounts for sneaking in final calculation, not just armor. - Prevents potential division by zero. - Stealth getter returns value that should be multiplied instead of divided. - Legitimized stealth as a score between 0 and 1. Notes: - FIXME: Someone more familiar with the different armor types may want to adjust their stealths. - Armor stealths seem to be valued between `0.0` and `1.0`, and I've reinforced this in the code. However, it is possible, particularly for the `Dragonscale` armors, to cumulatively reach a value of `2.0`. |
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systems | ||
build.rs | ||
Cargo.toml |