Deceptive Pastry
New member
I don't remember if it was described as doing a stealth check factoring your current stealth skill, or if that was a mechanic they were talking about wanting to add. I have seen that how well lit you are at the moment you cross the threshold determines if they wake. So you can do silly things like build wood blocks over your head before you walk into a room to lower your light level. Which is really non-sensical. Line of sight should not be removed from an equation that involves checking if you can be seen. It also never seems to be just a couple sleepers waking up in the room, so I don't know if it's just checking the zombie with the best hearing, or if there's just not a huge variance in hearing levels.If you cross a sleeper threshold, #1 is compared to all zombies' vision in the sleeper volume. Line-of-sight is ignored and that is arguably a Bad Thing, for sure! IIRC faatal said [or maybe it was a comment in the code] that this mechanic is a temporary stop-gap to get the system mostly working). But in any case there is no RNG component to "do I wake up the sleepers". There are some volumes (though I think it is more rare than players believe) which will always wake up when the player enters. "Scripted fights" if you want.
Part of the problem is tying both sound and light level into one "visibility" meter. So you get nonsensical things like zombies "hearing" you through walls and waking up because you're underneath a light. At least it seems that way, if they're just ignoring line of sight. Sounds should only wake and/or draw zombies toward that location, light level should be totally separate and only for line of sight checks.
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