Dynamic Stealth

For all my fellow rogues, spies, ninjas, assassins, etc. Sneak up behind mobs or players (works against all client mods / most minimaps), use stealth attacks, etc.

File Details

DynamicStealth-1.12.2.115.jar

  • R
  • Mar 15, 2025
  • 916.19 KB
  • 148
  • 1.12.2
  • Forge

File Name

DynamicStealth-1.12.2.115.jar

Supported Versions

  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:dynamic-stealth-309344:6305948")
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The hand mirror item should now be NOT buggy, probably

Fixed getting stuck on boats when not looking down because the client couldn't "see" them so it fell on client, then server corrected it up again rapidly

Creepers no longer create clouds of soul sight and nightvision when they "assassinate" other entities by "punching" them with explosions

Probably fixed a bug where players who are not hiding from each other are invisible to each other after teleporting a long distance to each other (/tp, waystone, etc)

Fixed a crash that may have been caused by a dead player when using the hardcore revival mod

You no longer get awarded assassination potion effects from killing your own ebWizardry summons

Creative players, spectators, and players you're not hiding from no longer trigger stealth gauge

Improved tooltips (they don't show except for special cases)

Added compat for MmmMmmMmmMmm; you can now sneak attack the dummy to test sneak attack damage

Changed default setting of "always show assassination tooltips" to false

Increased default blindness duration for ink sacs from 1s to 2s

Decreased default visibility multiplier when blind from 50% to 10% (far harder to see when blind)

Fixed player head rotation glitch, and possibly a rare but annoying invisibility glitch

Fixed lack of xp / item pickup sound effects when the picked-up xp / item / arrow was not "seen"

Improved entity synchronization (arrows that hit blocks are a particularly noticeable improvement)

Added "/dstealth watchers" command, which shows all entities causing the stealth gauge to trigger (for debugging purposes)

More detailed profiling calls

Improved weapon entry match algorithm

Boats, minecarts, armor stands, fishing hooks, and item frames should no longer be targeted by the HUD

Only arrows able to be collected by survival players are targetable, and maybe some other fixes to pickups in terms of the targeting HUD

Arrows are now also targeted in creative mode if they can be picked up in creative mode

Targeting HUD for ground items now shows their translated name, gives the reticle a white color, and omits the "action" and "threat" lines

Other random targeting name fixes

MIGHT have fixed head rotation "glitch twitching" for seen entities that are riding unseen entities

Random mod compat improvements...probably

Removed "dazed" threat color (too specific to dedicate a color to)