For the non-cooperative backgrounds, would it work to actually make the unlit tiles look lighter? maybe a very mute yellow?nsrr wrote:This is something I noticed as well, and it is definitely unfortunate. I found myself having to mouse over tiles on occasion to check their Lit status, and it can be kind of a chore. Addressing this would be beyond my current skill level, and I can't think of an elegant solution that would be within my power. I could potentially add a map effect of some sort, though I'm pretty shaky on those, and I would only be able to do it for tiles that were unlit by your Aura, not tiles that are already unlit, and I'm not sure I would be able to have the effect cleared by things that would re-light the tiles (e.g. Sun Infusions).marshmallowpeep wrote:On some tile sets (Scintillating Caves, for example), there's no visual indicator of lit or unlit at all. On other tile sets, there is, but even when there is the tiles that are directly adjacent to my character appear lit, even if they aren't. The only way I can tell in these situations is via mouseover.
I don't think this is really your fault (lit and unlit tiles have always behaved this way), but your add on is the only reason it matters. It make effectively using "Unseen" a bit of a chore. Is there some setting I need to change? Or would it be possible to make a more obvious and consistent graphical indicator of which tiles are lit and which aren't?
I did not realize that some tile sets that have no visual indication whatsoever (although I did anticipate there might be problems in places with the 'star-field' back ground). If the graphics are just swapping between a 'lit' and 'unlit' tile graphic, and some tile sets are just lacking the alternates, that could potentially be solved by creating some shaded versions of the tiles and overloading them into the set.
I'll see what I can do, but I can't promise that this is something I will be able to find a solution for quickly, or at all :/
In a lot of Christian imagery, the devil carries a pitchfork and his demons are prodding damned souls into hell with them, so that was my reasoning. Also, (other than the steamsaws) I can't think of a weapon in ToME that would cause more pain. The wound would be harder to treat and would be shallower than a sword or axe because there's only so much of the length that could be impaled into the enemy, so the death would almost necessarily be more drawn out, giving the Dark Priest more time to utterly crush the will and soul of his victim before their demise.nsrr wrote:That's a thought. Though, when I think of pitchforks, I think of the angry mobs that would be trying (and utterly failing) to stop the Dark Priest, rather than the Priests themselvesToles of Maine Exits wrote:Completely random idea- what if dark priests' staff talents worked with tridents too? I think it fits thematically if contextualized as a pitchfork (tridents are basically staffs with a fork on the end anyway), and it might help distinguish this class from other melee-casters.
(Completely random and VERY GRAPHIC story incoming)
Just imagine your character pacing around the broken form of the Assassin Lord, having dispatched his allies already, and espousing the Good Word of Pain before bashing his withered, unhealed midsection with the blunt end of your trident. The crumpled foe cries out a stream of curses that turn into wimpers as you lean into the trident, slowly pushing it down until you feel it hit stone. "Kill me.. Please.." he manages to wheeze. You cackle as you wrench your weapon and swing the rot clinging to it from his body from the end, splashing some onto his face in the process. "So you finally see IT, don't you? Your precious god of money means nothing, never has."
You stab the decapitated head of one of his minions with your trident and wave it in front of his face, magically moving it's mouth as you speak. "The only reality is suffering and death. I would have accepted it long ago had I not been blessed enough to deliver it to others." You move the head to his chest and send a surge of energy to it, causing the mouth to violently unhinge and SNAP shut, tearing through armor and flesh alike. His eyes, previously clouded, snap to attention as he shrieks and you continue. "SING! You wanted death so cry out.. CALL FOR IT!" Another pulse. SNAP! Felt like that one got a rib. "YOU WILL NEVER FEEL THIS ALIVE SO SING!!!" Pulse. SNAP! more ribs, and his cries are fading so we must be at least partially into the lungs. "Want for the loving embrace of nothingness, for to know that divine release is to know all. I only wish I could join you right now my son, but my mission is not yet ended."
Pulse.
SNAP!
His whimpering ceases, as does his breathing. You draw your trident away to see the mangled heart of the once proud assassin lord clutched between the teeth of the head at its' end. You place your foot against it and push it off your weapon after a moment of admiring your most creative kill yet. You look for the kidnapped merchant to show him the way, but he wisely made his escape while you were busy. You sigh as you imagine what a wealthy merchant's family would look like when shown the Good Word, and head off to Last Hope to look for the next Good Kill, knowing there's few other places a wealthy human salesman would live.
Ominous, huh? On a side note, I would possibly be interested in writing more if you're interested in tweaking the quest to fit your class (it doesn't make sense for a dark priest like this to save ANYONE to me). I'll change the trident parts if you don't feel like I do, and if you think it's TOO graphic I completely understand and could easily tone that down a decent amount without completely changing it. Well, maybe not easily, but I have the time
