I read somewhere that the lighting of tiles in the maps is not controlled by different images. This gave me the idea about perhaps having dark maps where you can carry a torch around in your offhand otherwise it's pitch black like a couple of caves near BWM.
My suggestion would go something like this:
A torch item is held in the offhand and lasts a specific number of rounds (e.g. 10 rounds outside of battle). Torches can be equipped via the quick slots.
Some monsters are especially good at fighting in the dark (their attack chance / damage increase)
Your own block chance decreases in the dark.
Lighting decreases in a radius around you when you have a torch equipped.
Some potions / foods can also be used to see in the dark? others have impaired vision as a side effect? e.g. Cheep alcohol, 20% chance of rendering you temporarily blind.
A risk of "using the wrong potion" if it's pitch black?
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Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.13) from Google, Github, F-Droid, our server, or itch.io
Dynamic lighting for caves/maps
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Dynamic lighting for caves/maps
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HP: 258, AC: 325%, AD: 74-78, AP: 3, CC: 33%, CM: 2.0, BC: 118%, DR: 4
Restore on kill:1-3(Items) + 4(Corpse Eater) Fear (20% chance)
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Re: Dynamic lighting for caves/maps
The lighting idea has been brought up before, and I like the idea. The older discussions (e.g. search for ”line of sight”) happened before the tile-darkening method was available, so I think now is a good time to renew the conversation.
Norbert
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Re: Dynamic lighting for caves/maps
Yes indeed, it is nice that some of the "old ideas" are suggested again and again and again ... by the newbies of the forum. It tells to us that those ideas are wanded onesTomcat wrote:The lighting idea has been brought up before, and I like the idea. The older discussions (e.g. search for ”line of sight”) happened before the tile-darkening method was available, so I think now is a good time to renew the conversation.

Im fan of the idea of torch... and the monsters of night

Sarumar
..dansing left foot polka with Hirathil
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..dansing left foot polka with Hirathil
Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
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Re: Dynamic lighting for caves/maps
I think the addition of Torches and other light sources would be a great addition to the game.
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May Elythara bless you and light your path!
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May Elythara bless you and light your path!
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Re: Dynamic lighting for caves/maps
+1 and also +1 to monsters appearing at day or at night only, makes more sense for undeadPyrizzle wrote:I think the addition of Torches and other light sources would be a great addition to the game.

Lvl 74|XP 7,280,442|€ 364,324|2013.08.27
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WA 1|HH 1|Clv 1|BS 5|CS 2|CE 1|IF 5|Reg 1|DPS 1|DP 1|SP 2|LAP 1
HP 229|AC 238%|AD 46-55|AP 3|ECC 25%|CM 3.0|BC 140%|DR 10|SR
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Re: Dynamic lighting for caves/maps
im stunned that none of the other devs have "spilled the beans" yet...
Oskar coded a light filter a few versions back & we just haven't gotten around to doing anything with it yet.
right now, we can make the entire map appear brighter or darker...
something like - you walk into the snake cave & it's a few shades darker than it used to be
(because you're in a cave)
or mabe - in the icy snow areas... the area can appear extremely bright
(because of the sun reflecting off the white)
the first steps, obviously, will be baby steps...
but hey - patience is the name of the game here.
oops - LEAK!!!

Oskar coded a light filter a few versions back & we just haven't gotten around to doing anything with it yet.
right now, we can make the entire map appear brighter or darker...
something like - you walk into the snake cave & it's a few shades darker than it used to be
(because you're in a cave)
or mabe - in the icy snow areas... the area can appear extremely bright
(because of the sun reflecting off the white)
the first steps, obviously, will be baby steps...
but hey - patience is the name of the game here.

oops - LEAK!!!



"Embrace the Shadow"

[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]

[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]
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Re: Dynamic lighting for caves/maps
Isn't that what is used in the dragon cave to dim it? Is that a command added to the tmx file?nyktos wrote: im stunned that none of the other devs have "spilled the beans" yet...
Oskar coded a light filter a few versions back & we just haven't gotten around to doing anything with it yet.
right now, we can make the entire map appear brighter or darker...
something like - you walk into the snake cave & it's a few shades darker than it used to be
(because you're in a cave)
or mabe - in the icy snow areas... the area can appear extremely bright
(because of the sun reflecting off the white)
the first steps, obviously, will be baby steps...
but hey - patience is the name of the game here.
![]()
oops - LEAK!!!
![]()
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Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
- Antison
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Re: Dynamic lighting for caves/maps
I'm still hoping and praying that Oskar changes his mind and introduces day, night cycles. This dynamic light would work outstandingly well in this implementation.
"A home without a beagle is just a house"
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Re: Dynamic lighting for caves/maps
Static light from a static torch could be implemented with semi-transparent black/dark tiles, that make an oval of several tiles width and height. Objects in the light of the torch and lack of shading will limit the use of tiles, unless one makes a lot of custom tiles for each object depending on their postions relative to the light of the torch. Maybe only four shade-for-objects tiles, for four directions, will cover several objects with acceptable shading. Shadows on the player will also be off.
- sorrow
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Re: Dynamic lighting for caves/maps
I would like to see day and night in that game as well. I think it would.be cool to see an NPC walking around lighting torches in every town
Sorrow
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