Day & night, lights
Moderator: Game Administrators
Re: Day & night, lights
Perhaps the torch and campfire for use in dungeons could be increased in range. The highest range enemy can fire from is 12 spaces away. Maybe a third lighting option with a duration like magic torch made from magic trunks? One for a magic torch range 14-15 and a magic campfire from three magic trunks with slightly farther range. Night and dark should be more difficult. This would provide an option but require a bit of work to get the magic trunks. It makes sense if you are going to make an adventure into a dimly lit dangerous dungeon you should prepare.
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Re: Day & night, lights
but let's say that the magic torch can go well (as long as it is infinite) but there are those who, like me, spend a lot of time in the basement ... both for stones and for making XP.
I believe that a solution must be found, as they say above, that pets are my responsibility, but so they die and I don't even know how they died.
Thus there is no blind game.
I believe that a solution must be found, as they say above, that pets are my responsibility, but so they die and I don't even know how they died.
Thus there is no blind game.
Freya Syor
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There is no game without fun
Sword Syorina
ITALIAN
Italian Ignobili Group Messenger
There is no game without fun
Re: Day & night, lights
If a torch is permanent I think one magic trunk to make a better torch would be easy enough.
I noticed in some dungeons that there are plants/rocks that give off a glow that isn't as yellowish as that of the torch. Maybe that could be the glow of a magic torch.
I noticed in some dungeons that there are plants/rocks that give off a glow that isn't as yellowish as that of the torch. Maybe that could be the glow of a magic torch.
Old soldiers never die, they just fade away.
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Re: Day & night, lights
tbh, I like
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Dwarf dislike mining - tarvos
Archer dislike crafting - matcauthon
Ogre dislike fishing - heimdall
Mage dislike magic - ogonbat
Member of Ignobili of Ft
Duke of dead clan FTFR
Re: Day & night, lights
How about a craftable night vision potion. Make it last for say 30 to 60 minutes.
It would allow you to see the entire area like it was without darkness.
It would allow you to see the entire area like it was without darkness.
Re: Day & night, lights
Uhm......Interesting
You could create an infravision helmet ..... or craft .....
Uhm......
Freya Syor
Sword Syorina
ITALIAN
Italian Ignobili Group Messenger
There is no game without fun
Sword Syorina
ITALIAN
Italian Ignobili Group Messenger
There is no game without fun
Re: Day & night, lights
Of course the obvious though perhaps unrealistic approach is for the dungeons to follow the same cycle as above. This is already in place in the library. Three hours light for grinding red vlads then it gets dark for an hour. Perhaps all dungeons could follow this as well so additional risk only 25% of the time.
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Re: Day & night, lights
...and other dungeons, for that matter.Gullander wrote: ↑Thu Dec 19, 2019 10:08 pm Of course the obvious though perhaps unrealistic approach is for the dungeons to follow the same cycle as above. This is already in place in the library. Three hours light for grinding red vlads then it gets dark for an hour. Perhaps all dungeons could follow this as well so additional risk only 25% of the time.
I like the new day/night system , but appreciate the comments been made. This idea of gull's is great. In the hour of darkness indoors, you have teams of NPCs frantically running round for an hour finding replacement candles!
Re: Day & night, lights
I just noticed the houses in Ardesia are dark like dungeons! The bar is lit inside but even the travel agency and churches and mage buildings are shrouded in darkness. I think every location needs a check and turn on lights where it makes sense for lights to be. Ardesia is inhabited and should be lit up in all the buildings accessible without doing a quest. The cemetery scenario might make sense to be dark for instance.
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