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Disabling visual effects for sustains?
Posted: Sun Nov 03, 2019 1:00 am
by Sraestrada
I'm wondering if there's a way to disable to visual effects for sustains, because some of them make me dizzy (just started a necromancer; the necrotic aura spinny area thing is particular bad). I've tried disabling basically everything in the video options and game options\UI sections, but I can't seem to find one that does that. Is there an option that I've just overlooked? Thanks.
Re: Disabling visual effects for sustains?
Posted: Sun Nov 03, 2019 5:17 am
by HousePet
There is not one for individual effects.
With effort you can disable/change specific effects by making your own mod.
Something you could try is reducing the particle density.
Re: Disabling visual effects for sustains?
Posted: Sun Nov 03, 2019 8:27 am
by Cathbald
DG is working on it, he was talking about it right before 1.6 release. Maybe in a couple patches
Re: Disabling visual effects for sustains?
Posted: Sun Nov 03, 2019 5:57 pm
by darkgod
There is an experimental feature for that in the shimmer mirror for 1.6.1; stay tuned !

(Emphasis on experiemental; it'll likely work, but .. yeah likely)
Re: Disabling visual effects for sustains?
Posted: Sun Nov 03, 2019 11:16 pm
by Sraestrada
Yay thanks DG! You're awesome.

Loving everything you're doing for the game and how you're so responsive to the community.
I had already set the particle density to 0 and it didn't help. I do think the shimmers are pretty and I appreciate having the visual cues about what my character has going on... it's just that I'm recovering from a concussion (well ok it's been a few years) and larger-area animations make me dizzy. I am grateful though that I can tolerate most other parts of the graphics of ToME and that I now have another option to crawling through ASCII first-gen Rogue.

(I did check out the ASCII tileset--was amused to see all the fancy shimmers in an ASCII dungeon!)
HousePet wrote:With effort you can disable/change specific effects by making your own mod.
That's actually a good idea. If the experimental feature in 1.6.1 doesn't work out I'll look into it!