Cloak and Dagger

Cloak and Dagger

Mod

Stealth, subterfuge, and devastating backstabs.

Client and server AdventureEquipmentGame Mechanics

308 downloads
10 followers
Createda year ago
Updateda year ago

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This mod adds a stealth system to Minecraft, with the following specifications:

- Mobs are unaware if they are not in combat and haven't noticed you, distracted if they are attacking something else, and alert otherwise.

- You can check the awareness status of a mob by the icon above its head (or on your crosshair, if aiming at it). A symbol means it cannot detect you at your current stealth; an eye means that you have entered its detection distance, but it is still unaware; orange question marks mean the mob is currently distracted, and none at all means the mob is currently actively targeting you.

- Mobs take more damage from melee attacks if they are distracted, and even more if they are unaware.

- Weapons have a stabbing multiplier that increases stabbing damage. Attacking an enemy temporarily removes your invisibility, if applicable and enabled in the config.

All the things you would expect to increase your ability to sneak around probably do it. For a comprehensive list, open the spoilers below:

- Mobs are unaware if sleeping, paralyzed, or petrified. Sleep is dispelled on attack, and petrify adds 7 armor. All three will also disable movement. This is a base feature from Footwork, but awareness does not modify damage unless this mod is also installed.

- Mobs are also distracted if entangled by cobwebs, drowning, or rendered incapable of seeing you by invisibility. The status effects "confusion" and "distraction" also render a target distracted unless overridden by paralysis, petrifaction, or sleep. Distraction is dispelled on attack. This is also a Footwork feature.

- Mob detection range is full in their 120 degree frontal sector and 0.3x elsewhere. The vision range is 60 degrees vertically, because living things are adapted to survey a flat area, and to encourage using vertical space. This bonus is not applied to all-seeing entities.

- Being in dark areas will reduce detection range by up to 80%. The eyes of monsters adjust to their current light level gradually, so they can perceive you better if you remain in a bright area, whereas if they're in a bright area and you're in the dark, they would have a harder time seeing you. Mobs with night vision do not receive a bonus or malus either way.

- Being blinded reduces detection area by 84%.

- Sprinting will make you more obvious, and you are less perceptible while standing still. This bonus is not applied for perceptive enemies.

- Breaking LoS with the target will reduce detection radius by 60%. Heat-seeking entities ignore this bonus.

- Mobs may choose to investigate player and mob sounds when unaware. Making sounds such as taking damage from fall and causing explosions will draw enemies in an area to you, but you can also shoot arrows to distract mobs for stealth missions. The sounds which generate sound cues, and how far they spread, can be configured.

- Mobs will not cry for help when silenced.

- If you are about to be discovered from out of LoS, the luck of you and your opponent will be compared to give you a chance of negating discovery. If you pass, the mob will first turn towards you in order to pass a further vision check. This is absolutely terrifying in game, and gives you one last chance to get the jump on it. Lazy mobs will not perform the vision check when you pass the luck roll, and skeptical mobs will always turn around to verify before attacking you.
- All bonuses above are increased by a positive stealth attribute and reduced by a negative stealth attribute.

-- Each point of negative stealth reduces the effectiveness of each modifier by 5%, so -20 stealth negates all modifiers.
-- Each point of positive stealth, on the other hand, multiplies the difference with optimal multipliers by 0.93. For instance, if your movement speed earns you a 80% detection multiplier, but you have 2 stealth, your effective detection multiplier is (50%)+(80%-50%)*0.93^2, or 76%. It essentially allows you to amend for suboptimal situations, but never perfectly, and each extra point has diminishing returns.
- All entities start with 10 stealth, and armor roughly reduces stealth according to their armor values, so leather and chain armor do not greatly influence sneaking around.
- Invisibility is modified so it no longer scales with the number of armor pieces you are wearing. Instead, you are treated as fully invisible above 0 stealth, and detection distance slowly increases as your stealth becomes negative, such that -10 stealth (diamond) increases the detection distance multiplier to the vanilla 70%.

- Config options exist to change nearly all parts of this system. Additional configs exist to mark mobs as all-seeing (ignores FoV checks), cheliceric (not distracted by cobwebs), deaf (ignores sound cues), eyeless (cannot be blinded), heat-seeking (ignores LoS), lazy (doesn't turn around on passing a luck check), mindful (not distracted while attacking others), nocturnal (ignores light), observant (not distracted by invisibility), perceptive (ignores motion multipliers), quiet (does not broadcast sound cues even if not silenced), skeptical (turns around first if you fail stealth), vigilant (not unaware when not in combat), or wary (ignores luck), in case you want certain mobs to not follow the same rules.

 

 

 

Project members

Jackiecrazy

Owner


Technical information

License
CC-BY-NC-4.0
Client side
required
Server side
required
Project ID