Boidster
New member
There is a state between sleeping and hunting you down that needs to be used more.
I think maybe it's used more than you think, but also it would be nice if zombies were spawned into a wandering/patrol state instead of just sleeping/hidden. I agree that shooting the closet door in front of a sleeper ought to wake it up, but currently the game doesn't model block break sounds so all the zombie hears is the quiet (?) *thunk* of your crossbow. Which is centered across the room where you made the shot.
But once awakened, if you are a skilled, perked stealth player in a dark room, you have a very good chance to avoid any "hunting you down" zombies. Most of them will wake up into either "wander" mode or "investigate noise" mode. The latter will cause zombies to bust through walls perhaps, but they are not GPS-ing to you. I think that is one of the biggest misconceptions since they reworked stealth in A19. The "I heard something" zombies are confused for "targeting the player" zombies, when they are not.
I highly recommend people read /config/stealth.txt. It lays it out pretty well (not in code - normal human speak).
Edit: there is more nuance in this than I originally posted. See later in the thread (pg 5/6) where Faatal gives some info and we start tracking the behavior of 'attack volume' zombies. They do have a chance to lock onto you even if they couldn't really see you, but that can be defeated by stealth (From the Shadows perk).
Falls out of closet
Runs to sound-origin
Once there, attacks the player if player's current stealth isn't sufficient to prevent it
That describes a zombie running the "ApproachDistraction" AI task. The zombie heard something, but has no target on the player. Pretty easily avoided by a stealth player, since the zombie's direction of movement will not change as the player moves. They're just going towards a spot.
A zombie running "ApproachAndAttackTarget" AI task looks like this:
- Falls out of closet
- Runs directly at player, even if player is moving
- If player runs away far enough or enters a dark enough stealth posture, revert to "ApproachDistraction" or "Wander" AI task
- Otherwise, keep chasing/attacking the player
It's really not different from any other stealth game - if the guard hears something, he comes to investigate. If he doesn't see anything he shrugs and goes back to wandering around/patrolling. If he sees you, he attacks. If he saw you at the very start, he chases you as far as he can still see you, after which maybe he goes to the last place he saw you and checks around, but then returns to wander/patrol. The zombies behave the same way. (It might be that you don't see any difference between "heard something" and "actively targeting you" behaviors in other games either. Which is completely fair and consistent!)
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