Author Topic: Sound is (possibly) bugged/inconsistent.  (Read 79 times)

Vagabond

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Sound is (possibly) bugged/inconsistent.
« on: December 22, 2025, 11:22:01 am »
With the update I finally have a reason to go from square one on my Jin-Roh build on DOM, with the new sprites and what not.

But, it has been a long time since my last playthrough and I kinda forgot how AI reacts. But was the sound propagation nerfed/changed when outside combat?

Here is the thing, I've double checked the sound noise range of items and had this strange experience with Rathounds and Psi-bugs on Strange Isle.

As you know, Strange Isle has a small island on the Rathound side to which you can PER check and get on. So? I used that to my advantage and bear trapped the route along with caltrops. So? Well, I had 4 grenades on the ready, a Frag, HE, Flash and Moly, and thought, hey, lets toss a nade right nearby to get the Rathounds attention, which were right around the single huge rock formation (which is right before the PER check). So?

It was a literal coin toss on whether or not the Rathounds would investigate the explosion, sometimes they would group up together, other times it would be just 1-2, sometimes zero reaction. And mind you I was just right around the corner waiting for them to see me. Worse being the other coin toss of Psi-bugs getting alerted. Sometimes they would, sometimes they won't. I don't remember this happening before, if at all, and I did look through past updates and patch notes, doesn't seem like where any fixes or additions. I only found a slightly similar topic here on Muties, that's it.

Am I missing something or misinterpreting, or is this a bug?

rararaven

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Re: Sound is (possibly) bugged/inconsistent.
« Reply #1 on: December 22, 2025, 09:27:10 pm »
Silent* Isle and psi bugs in particular were always weird with reaction to noise and the latter always only react to it only if you're in turn-based mode (not necessary in combat), they immediately lose interest if you go back to real time