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feature: stealth interaction behaviors for aggro'd NPCs #1790

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AlexVild opened this issue Apr 20, 2023 · 3 comments
Open
1 task done

feature: stealth interaction behaviors for aggro'd NPCs #1790

AlexVild opened this issue Apr 20, 2023 · 3 comments
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feature request New and valid feature request

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@AlexVild
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AlexVild commented Apr 20, 2023

See #1790 (comment) for high-level feature implementation details.

Description

A player can go stealth, which makes NPCs not follow them/attack them anymore.

However, the NPCs wont attack anyone during that time, unless someone successfully steals aggro back (taunt/out damaging the invisible entity).

This opens up exploits where a player can just go invisible and let their friends do all the work without anyone taking damage/aggro.

Steps to Reproduce

  1. Be in a party of 2+
  2. Have someone pull aggro, then go invisible
  3. Observe NPC behavior

Version with bug

Latest

Last version that worked well

Never

Affected platforms

I was not able test on other platforms

Did you find any workaround?

No response

Relevant log output

No response

Duplicate Bug Check

  • This bug report is not a duplicate to the best of my knowledge.
@AlexVild AlexVild added bug Something isn't working needs verification Pending confirmation that the bug exists by another user. labels Apr 20, 2023
@Cheshire92
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Oh yeah, I remember this one.
Probably needs a check to see whether the current target is stealthed and if so, just go for the next person on the "People that ruined my day" list.

@dhmello
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dhmello commented Oct 23, 2023

I think the check should be done, however the monster should return to its initial passive status or origin status as configured in the editor, and not look for someone to kill nearby.

And yes, this bug or anomaly continues today in beta 8

@lodicolo
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lodicolo commented Nov 3, 2023

I think that this needs to have options in the editor to configure NPC behavior.

Rationale:

  • I think some games or at least some NPCs would be better by just un-targeting
  • Some games/NPCs should switch to next aggro
  • Some hardcore games/difficult NPCs may have stealth-breaking/bypassing mechanics
  • One of the above 3 options should be configurable in the server config as the "default" (and new enum field should be nullable so that it falls back to the default if not specified)

Moving this to be a feature request based on the rationale.

@lodicolo lodicolo added feature request New and valid feature request and removed bug Something isn't working needs verification Pending confirmation that the bug exists by another user. labels Nov 3, 2023
@lodicolo lodicolo changed the title bug: A stealthed player can still hold NPC aggro feat: stealth interaction behaviors for aggro'd NPCs Nov 3, 2023
@lodicolo lodicolo changed the title feat: stealth interaction behaviors for aggro'd NPCs feature: stealth interaction behaviors for aggro'd NPCs Nov 3, 2023
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