I don't think it's possible to bring back the AP reduction since it's hardcoded, but I'm trying to buff sneak by giving you positive statuses depending on your sneak level. Trying to find a balance between the silliness of sneak + attacking an enemy three or four times a turn, and the uselessness it is now. Having some difficulty getting the buffs to apply right, but I think I'll figure it out eventually.
Edit: I think I got it.
When you sneak with 1 or more in sneaking, you get 10 turns of a buff, so long as you stay sneaking. As soon as you stop sneaking, you lose these bonuses. It's a little hacky, but I think it works. Sneak 2+ gives you increased AP recovery and maximum to essentially give you a refund for sneaking next turn. I can't change the actual AP cost of sneaking, but this should help you use sneak tactically to hide behind things and get in a good guerilla attack. Boosting your initiative with sneak should potentially move you up in the combat order so you can sneak and then soon attack again next turn.
We'll see if I have to buff or tone down the bonuses. I think getting the AP recovery next turn actually quite nicely solves the issue of sneaking within a turn multiple times, while still giving it use between turns.
Sneak 1: Chance to hit +25%, Move speed +10%, Damage Boost +10%, +1 initiative
Sneak 2: Chance to hit +25%, Move speed +15%, Damage Boost +10%, +2 initiative, +1 AP recovery and maximum
Sneak 3: Chance to hit +30%, Move speed +20%, Damage Boost +15%, +3 initiative, +2 AP recovery and maximum
Sneak 4: Chance to hit +30%, Move speed +25%, Damage Boost +15%, +4 initiative, +3 AP recovery and maximum
Sneak 5: Chance to hit +35%, Move speed +30%, Damage Boost +20%, +5 initiative, +4 AP recovery and maximum
Last edited by Baardvark; 16/12/15 09:29 PM.