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- Smart Ambush - Stealth Boy Rework

Smart Ambush - Stealth Boy Rework
About This Mod
Current features (100% configured in MCM):
Note: "Team members" include summoned creatures
"all the hidden members of the group are drawn into the fight when one of the group members is
Undisguised members of the group still use vanilla behavior (must be within range of the battle zone) - have not decided yet whether it is a function or a mistake, but think I designate it as a function until I implement sight/distance. eligibility and switchable passive effect so that early followers have a way to exclude characters from ambush
"The members of the group who sneak away before the fight starts retain their secrecy, with the following options:
- Hide a "ghost" that tells enemies where to find those who are stealing
Characters - Perform a passive stealth proficiency check on each enemy's perceptions to hide this ghost, with the ability to automatically roll over with an advantage (or cancel a drawback, for example, if you wear heavy armor). If you fail, you will sneak away anyway, the enemy will just know what to look for you
in this area - Characters "stumble" if they critically fail the ambush stealth check by lying on the round
- Stealth is now reapplied if you remove it by performing a non-stealth action with gripping and balanced combat mechanics. See the attached post!
"Suddenness works more predictably now - if a character does something out of stealth that triggers it, his enemies will be caught off guard. This also applies to scenarios that are not considered in vanilla games, such as throwing a grenade or using the Fog Cloud, but that retain mechanics such as the Lesser Illusion.
- Surprise status can now be reversed with a save
- Characters with metal gear (weapons, shields, armor) can attract nearby allies/enemies to their position when they lie down
- This is accompanied by a new sound effect indicating the behavior, but I just reused the existing sound in the game, which does not sound very good. Good enough for pre-v1, but if anyone knows the best alternative, please email me!
- This can be applied to any character in the game - the ally/enemy definitions are based on the party (i.e., recruiting only allies, but launching an effect on enemies will attract the player's allies, not the enemy's)
Enjoy feature suggestions, bug reports, etc., just make sure they're useful and sensible.
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