AFAIK it's been broken since they made group hide/unhide include summons/familiars/etc. in Patch 6.

It apparently only attempts to unhide if everybody is already hidden, otherwise it attempts to Hide. Since some summons don't have a hide, if you have any such summons out it will always attempt to hide and never unhide, since here will always be some entities (said summons) who aren't hiding.

Seems like it would be an easy fix to either:
1. Reverse it so it unhides if anybody is hidden, otherwise hides.
2. Determine whether to hide/unhide based on whether the currently selected entity is unhidden/hidden.
3. Ignore any entity that doesn't have a hide when checking if anybody isn't hidden.
4. Gives all those summons the ability to hide with 0 + dex proficiency or w/e.

Last edited by GnatB; 15/03/24 02:51 AM.