![]() |
#1 |
Knight
Join Date: Sep 2010
Location: Stockholm
Posts: 697
![]() |
Light effect stacking?
How does light stack?
I've got a star with +3 radius light + a ring with +4 radius light and I only see five steps in all directions not counting the tile I am standing on. |
![]() |
![]() |
![]() |
#2 |
Knight
Join Date: Sep 2013
Posts: 527
![]() |
I believe that 5 is the maximum light radius.
|
![]() |
![]() |
![]() |
#3 |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
![]() |
|
![]() |
![]() |
![]() |
#4 |
Swordsman
Join Date: Oct 2014
Posts: 298
![]() |
Light radius is meaningless on the high end anyway. It's such a tiny fraction of total LoS that you need alternative methods of seeing monsters for ranged combat. Indeed, such alternatives are readily available.
Making light meaningful past the early game would require rethinking LoS (not hard: max LoS should be about 10, so that the part of the map that matters fits on a standard terminal) and detection/telepathy effects. Lights should have more interesting effects as well, rather than nonsense like rBlind (a resistance that shouldn't even exist), e.g. no see invisible except from lights and then only in light radius, anti-summoning area effects, etc. |
![]() |
![]() |
![]() |
#5 |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
![]() |
|
![]() |
![]() |
![]() |
#6 |
Swordsman
Join Date: Oct 2014
Posts: 298
![]() |
The state of design perfection: Everything is the most important thing, except for everything else.
|
![]() |
![]() |
![]() |
#7 |
Knight
Join Date: Dec 2008
Posts: 641
![]() |
We could have light provide other benefits than just illuminating squares. For example, if light >+4, provide see invisible or passive damage to light sensitive creatures within radius. Or auto-detect traps (whatever happens to traps in 4.1)
|
![]() |
![]() |
![]() |
#8 | |
Veteran
Join Date: Jun 2007
Posts: 1,391
![]() |
Quote:
Light radius of various items/egos could always be tweaked if deemed necessary, but it doesn't seem logical nor necessary (balance-wise) to restrict light radius. Perhaps this is actually just an implementation artifact from when these things took a lot of CPU? |
|
![]() |
![]() |
![]() |
#9 |
Veteran
Join Date: Jun 2007
Posts: 1,391
![]() |
One thing I'd be a fan of would be providing fuzzy enemy detection beyond LoS/Light radius, i.e. just show an asterisk (but randomize it slightly so you don't necessarily see it every turn). (Sil has this and it is really brilliant, even though I can't say I like the game itself very much.)
|
![]() |
![]() |
![]() |
#10 |
Scout
Join Date: May 2015
Posts: 26
![]() |
I support removing the max light radius restriction. Light doesn't make that much of a difference, especially past radius 2.
Having darkness that works like negative light could give some more reason to have powerful lights. But even without that I think it's still neat when I get a better light. |
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
[3.3] ID when stacking | Belgen | Development | 1 | August 14, 2011 21:15 |
Chaos -> Confusion effect preventer? | Timo Pietilä | Vanilla | 24 | June 3, 2010 23:49 |
V3.1.0 stacking bug | Cauldron | Vanilla | 2 | June 27, 2009 19:13 |
Area of Effect | kandrc | Vanilla | 16 | January 19, 2008 13:27 |
YA stacking bug | will_asher | Vanilla | 0 | October 27, 2007 19:18 |