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Old March 3, 2011, 20:43   #9
Max Stats
Swordsman
 
Join Date: Jun 2010
Posts: 324
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I managed to restore the old behavior after poking around the 3.2 code and seeing how it handled the "remember torch-lit grids" option. I edited function cave_note_spot in cave.c and changed this line:
Code:
	/* Memorize this grid */
	c->info[y][x] |= (CAVE_MARK);
to this:
Code:
	/* Memorize this grid */
	if (c->feat[y][x] > FEAT_INVIS || (c->info[y][x] & CAVE_GLOW))
		c->info[y][x] |= (CAVE_MARK);
I am OK with doing it for myself if there is not enough interest in changing it for everyone, but I wanted to put the question out there to see if anyone else wanted it. I found it disorienting because corridors looked "lit up" but unseen monsters would cast/throw/fire at you or pop into view to melee you.
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