I was just farting around in the Tower of Ishal mission, trying out new ideas for sneaky, stealthy ways of solving that mission, and also anything else that begged me to try it out.
Suddenly I found myself inside the tower without having had to kill any of the darkspawn outside, and half a minute later I had dispatched the four darkspawn guarding the exit door and was on the second level (the one with the ballistae). There the fun ended.
Clearing the room with the exit door (5 genlocks of the sturdier kind) did not de-alert my character. She was able to re-stealth and creep around the whole level unmolested but she did not de-alert and thus she could neither heal up nor activate the exit.
So I experimented a bit and here's what I found out.
Once your toon as seen an enemy - which is a matter of both line of sight and distance - she goes into an alerted state with weapon at the ready, battle music playing and regeneration reduced to the combat rate. This state will persist until she is a certain distance away from any enemies she has spotted; line of sight does not matter but doorways/walls do.
If there are two doors between your toon and the nearest enemy then you're set, regardless of whether the doors are open or closed (even if there aren't any doors at all). I haven't been able to test how many walls there have to be, since I'm still stuck on the second floor.
If there are no suitable rooms then the de-alert distance is almost twice the alert distance. On the second floor of the Tower of Ishal, my toon alerted when she was close to the two ballistae but did not de-alert until she was in the extreme north-eastern corner of the room, and even that must have been a matter of millimetres.
Then she peeked into the adjoining room. After having seen the two little buggers in the room the corner did not longer work, regardless of whether the door was closed or not. After eliminating the two genlocks she de-alerted immediately because she had not seen the other critters outside in the meantime.
This is bad news for the darkspawn opposite the ballistae since they are all within the de-alert radius from the furthest corner of the exit room. Hence no commando tactics on this floor, just the usual mowing down of anything encountered on the shortest path between entrance and exit.
Significance: de-alerting is necessary for the high non-combat regeneration to kick in, for operating area-transition doors, and for some interactable objects (e.g. Grey Warden Cache). The distance required for restealthing is shorter; it seems to be slightly longer than the alert distance but line of sight does not seem to matter.
Things may be different once you have been spotted by the enemy and they have decided to attack. In fact, some enemies can walk right up to your re-stealthed toon and will follow her around until they are killed, even though officially they can't see her and so they can't attack. Weird.
Things may be different again when there are ranked enemies around.
I posted this because I couldn't find the info anywhere, and also to invite comments, corrections and additions from all of you who really know what's going on. Especially the nightmare soloists, who must have paid for that information with untold reloads or tons of health packs... ;-)
(De-)Alert distance, stealth, and transition doors
Débuté par
DarthGizka
, janv. 20 2014 08:19
#1
Posté 20 janvier 2014 - 08:19





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