Quiet wake: the capstone is now Silent step. Crouched and moving no faster than a crouch-walk, or standing still, you make no noise at all. The stone's ranks already make every noise 8% smaller each (the game's own noise modifier); this drops the noise before it is recorded. The exact rule: the local character is crouching, and its flat speed is at most the crouch-walk speed with ten percent of slack; then the game's two noise entry points,
Character.AddNoisefor your own sounds andCharacter.RPC_AddNoisefor the ones another machine reports for you (a tree you hit), are skipped. A vanilla crouch-walk is already silent on foot, so what this removes is everything else a creeper does at that pace: a swing, a plank, a rock struck, a roll. Standing up or moving faster than a creep leaves the game's own noise, ranks included. A bow drawn from a crouch stands you up for the animation, so a shot is not silenced; Low draw is that stone's job.SilentStepin the cfg switches the capstone off. It replaces Sleepers sleep on, the first draft, which kept sleeping creatures asleep and mattered only where creatures sleep; that code and its flag are gone, and the shared flag Soft step and Weatherly use no longer carries a Quiet wake bit. It used to be -10% detection, Soft step's own effect. Quiet wake's -8% noise a rank is unchanged.
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