Huge bug in how "hearing" is handled

Come to think about it, resetting located at the beginning of the turn will likely take a few lines since you’ve got to do a loop over all the actors who’s turn it is. So you’ve got to find how many there are and loop it or perhaps get some object doodad for each actor so you can then unlocate it. Ideally it’d of course be a simple list, but…

In the end JustDecompile is good but struggled to find all references in code. But it enables you to create a project from a DLL and then I use visual studio to do everything.
There is already a loop on the actors to reset the “revealed” flag, so it’s really one line to reset “located” as well. The problem of just reseting is that it would lose the location from a shot, open door, etc…

Dead bodies listening in clearly is a bug. This case is simply lazy programming - probably due to lack of time. It should be clear by now that the game was rushed far too hard.

True, not ideal, but a big improvement, yes? You’d get Chirons bombing ghosts if you had persistent virtual actors…

I actually tried putting the reset in the code and doing a lair and as long as I moved after firing, the Chiron wouldn’t fire.

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great :kissing_cat:

Lol and your case is simply an ignorant student that is commenting something for which he is incompetent.

No it’s absurd, better remove Chiron fully if you are unable to manage them.

I might be a bit grumpy but I’m not a student. :slight_smile:

It’s very grumpy no matter what mean grumpy. It’s a bug, no custom controls would be more a lazy indie dev, but not even, it’s time and priority management problem.

Blah blah blah. If a chiron can’t magically pinpoint you when nobody sees you, better remove them altogether :smirk:

Man, I’m modding things my own way, I may need that chiron thing to balance things in a different way.
Period.

And stop using the word absurd everytime cause adjectives are used to define a context and you should at least have some knowledege about the context which, in this case, you don’t.
Thanks.

Blah blah, the point is Chiron are pointless if it’s easy have them ignore. And if walk without los is enough it’s very easy.

Spare me some realism arguing, here it’s just remove Chiron.

It’s absurd in gameplay context, have Chiron ignoring a soldier walking and not in los is plain absurd, the context is the gameplay. I don’t tag you absurd, sigh.

Perhaps is not a bug, it’s their hidden ability of every panda creatures :scream:. They could sent some resonance which is work like a radar, their blood contaminated with virus and still alive inside the corpse :fearful:.

By the way … crossbows are not “silent” weapons :rofl: (who knew - bug ?). So my infiltrators keep being heared what ever happens.

But Deimos is silent

If there’s a bug it’s on alert thing, after alert it’s not clear there’s any bug no matter what seems clue the code.

When using invisibility it allows quote how alert works, it’s a chain from alien to alien. That’s a first element why a very far Chiron can be alerted, through a chain of alien alert. And that’s why sometimes a Chiron very far won’t be alerted, because the chain is broken.

A second element is it seems clear that alert is for all soldiers, it’s not per soldier. And an invisible soldier is part of the team. But there’s some specificity. For example, crab could throw a grenade on soldiers sounds, but they seem not do it for invisible soldier. Also Siren can scream against soldiers not seen. At reverse worms and Chiron don’t care of invisibility.

Then once alerted, how it works is to clarify. In my opinion a nice choice would be that only walk sound matter, not shoot sound, and for silent weapons well they aren’t special anymore and that’s it.

Allow player stop be detected by sound too easily will totally break Chiron gameplay. Not walk is an interesting option because it is hard enough to use. Not shoot at all doesn’t look good because it’s too extreme for a combat game.

@pantolomin, lol! obviously it’s a bug :rofl:

@Zzzz, yea should be alerted per soldier. Somehow the AI could render the whole player squad unit position once they spot only a soldier *which is weird.

I wonder does the perception and hear stuff has range?

Anyways, I wish could see those perception and hearing ability are visible in tactical screen (something that can be turn on/off maybe).


*Those hearing and perception 2 is something will trigger AI to go to check the area if player squad is in their range, and perception 1 will instant trigger the alert.

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But how many game do it, not many I think, I mean wihtout specific stealth aspect. What’s a lot more special here it’s sounds play a role.

It’s weird I played a fun indie TB shooter that had a great detection/discretion system, per soldier, with some knowledge of position where a soldier was last seen. One enemy seeing a soldier then all enemies knew it, but I’m fine with that. The point is no enemy no seeing a soldier and they didn’t knew where he is exactly. Very fun even if use cases to exploit it was a bit rare. The reverse was also true for player. What’s weird is a patch removed it all deliberately. :slight_smile:

But again it’s a los only approach, with sound it’s already a lot more complex to exploit. That’s why when I found ways to exploit it against Chiron it was a lot of fun. But, either last patch changed something, either multiple possible causes lead me to wrong conclusions, either it’s still valid but I hadn’t yet a chance to verify it clearly since last patch.

EDIT: I don’t believe in code reading, it has limits, moreover most reading will match what is the purpose of the code, not the reality of its behavior. Past an amount of code reading can fail on many traps.

To be fair, I must admit that when the turn starts, all counters are decremented by one. So if the Pandorans heard you only once, you become hidden once again. If during your turn, they ear you multiple times (shoot twice), you have to wait two turns without doing anything before you become hidden again.
I tried this just now and it worked. Shoot once, they know where you are on their turn, lay low and they go looking the other way.

It seems like either:

  • a (my thoughts) design choice, to have the AI seem more intelligent
  • a last minute workaround when they saw that no one was able to hide
  • both ?

The game would be much creepier if this was handled correctly. It would be much more intuitive (you get out of line of sight, they don’t see you, you get out of hearing range, they can’t locate you). It would also make the “self defense specialist” perk (+10 hearing) a hugely valuable one (hearing range being 5 for everyone).

Phoenix Point handles it on a soldier basis. If you have a soldier well hidden, they won’t know where he is.

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