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Tested: if you attack a guard and not kill him in one attack, he'll turn around and spot you, unless it's sniper rifle and you're out of his vision distance. That means you fail the "shadow" goal. However, if you finish him off in the same round and no other guards hear it, they won't be alerted.
Goal failure notifications won't keep re-appearing anymore. However, quoting an in-game dialog: To make play-testing easier, when a guard becomes aware of you, an "Enemy spotted" balloon will appear. So I decided to keep the balloon appearing every time you are spotted because I think it's useful.
1. This makes sense to me, but nevertheless it can't be changed. You certainly fail the "shadow" goal, but if you kill the guard with multiple attacks in the same round with silent weapons, are other guards alerted in the next round?
2. In all instances when a character would be "flanked" by a guard he will be spotted. And remember that only the character wearing the stealth suit can hide behind light cover.
3. OK, I'll fix that by creating other triggers that fire only once (to be published in v1.13).
There are some issues:
1. Shooting a guard turns him around. Unless you snipe him with Eiger or kill him in one shot, you will be spotted.
2. It's difficult to tell if you can be seen from certain places. This is especially hard when you have camera control and/or multiple runners at different parts of the room or are behind cover, because you can see the whole room, but can't tell where you can be seen from.
3. Guards repeat "Enemy spotted!" whenever they see you, for each member of your team. If you fail Shadow or Pacifist, you can keep failing it and see the message pop up letting you know that you have done so... repeatedly
That said, I do really like this mod. It's restoring a feature of the game and it gives you a pretty detailed trial run of how that feature works. It's not perfect, but making it perfect would be like rewriting the game. 8/10
Does it contain any new mechanics?
No. All mechanics are included in the original game engine and no triggers were used for stealth and NPC alert.
Does cover bonus work in the vanilla campaigns?
No, because the original NPC awareness is set too high and the vanilla runs are very combat-oriented, by the way.
Can the vanilla campaigns be modified to use these mechanics?
Yes, by lowering NPC awareness to 12 or below (I suggest 7) and giving more options to the player rather than walking into rooms full of guards facing the door. Of course, it'd still need to be published as UGC. Be welcome to do it.
Does it work on all three titles?
I tested it for SRR and DFDC, and it probably works with HK, unless they changed the code and dropped StealthTest. HK is great grounds for this, because the new holster button allows for entering turn-based mode with no triggers.