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The stealth system has its first real numbers. The StealthComponent is live on the player character, ticking every frame, and by the end of tonight it's producing actual visibility scores
Phase 5 is moving.
The stealth system has its first real numbers. The StealthComponent is live on the player character, ticking every frame, and by the end of tonight it's producing actual visibility scores: 0.5 standing still, 0.7 walking, 0.275 crouching. Those aren't placeholders — they're the computed outputs of a system that weighs posture, speed, and environment together and lands on a single value that the AI will eventually read and act on.
Crouching cuts visibility nearly in half. Walking at full speed adds 40% exposure. Moving through a shadow zone will pull that number down; stepping into a lit area will push it up. None of that depends on Ethan's character code — it all lives in one component that the rest of the game can query without knowing how the math works.
The architecture is what matters here more than any individual number. The AI systems, the world update pipeline, the UI — they all have one place to ask: how visible is Ethan right now? The answer is always ready.
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