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Night Vision #272
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Night Vision #272
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# Night Vision | ||
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| Designers | Implemented | | ||
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| pofitlo | :white_check_mark: No | | ||
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## Overview | ||
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adds night vision, which is a dimly lit area around the character that only he sees. | ||
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## How it work | ||
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using the new client-side system, which will be inherited from the Shared Point Light System, add a very dim light source that only the client sees. | ||
for people, this is 1 tile, which only allows you to see yourself on the screen in order to somehow navigate. | ||
dwarves can see on 2-3 tiles | ||
lizards by 3-4 tiles | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. 3 tiles is particularly huge for darksight, especially on a roundstart species. It's pretty rare for SS13 codebases to go beyond 2 tiles due to how strong darksight is There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. it doesn't matter. when I do this, I will select the exact parameters so that it looks right. |
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xenomorphs by 10 tiles | ||
animals by 3-4 tiles | ||
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## Why | ||
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What is it for? well, first of all, so that spiders, xenomorphs, rats and other creatures can use the absence of light as an advantage. secondly, to remove the unpleasant moment when you can't banally understand where you are simply because everything is black. | ||
Thirdly, it can become a springboard for new roles whose game will be to hide in the shadows | ||
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This proposal could probably be renamed to darksight to match up with what the same feature is called in SS13