Light amp uses considerably more battery.
However, you can keep it on continuously without compromising stealth.
Light amp uses considerably more battery.
However, you can keep it on continuously without compromising stealth.
[quote=“John Candlebury, post:8742, topic:42”]Light amp uses considerably more battery.
However, you can keep it on continuously without compromising stealth.[/quote]
Yeah, I was worried. I really only use it for reading so I’ll probably keep the flashlight as it’s not tough to find a dark room, and night vision works well enough otherwise.
Though monsters have trouble homing in on you if you only flick the light on, look around, the immediately flick it off. hich further compounds that battery conservation.
Do lightstrips no longer provide enough light to read by?!?
So it seems. Though even before the lighting tweak, I remember glowsticks never proved useful with night vision on. At least they gave enough light to read by, but no addition to vision radius.
So I’ve busied myself recently by salvaging the intact Humvees that reside in a nearby Vault’s Motor Pool for their military composite armor and armored wheels. But I’m kind of curious, the refugee center’s old guard representative mentioned I could find a military squad somewhere around the facility. I haven’t seen hide nor hair of any military types yet, not even bodies, just a seemingly endless supply of irradiated wanderers.
Sounds like a self-answering question to me. o3o
And now the layering system has returned Kevlar Vests to their godlike status. I don’t think I’ve used one of these since the days of Whales, or, at least, not used one in preference to a MBR vest.
I’ve always loved backpacks too much to use MBR vests. I find it weird that they don’t use the “over clothing” slot. Seriously, we have NO externally-worn ballistic armor that works with a backpack, meaning no realistic soldier loadouts without assloads of encumbrance.
I’ve figured out what’s bugging me about this new lighting change, and why I really don’t like it or think it’s a good change.
I understand one part of what they’re trying to do (bright light ruins your night vision), but the implementation is actively worse than not messing with it at all. For one thing, there’s a serious disconnect from “real” vision, in that your character has no facing - what is shown to the player is what the character COULD see if they stood in that spot and turned all the way around.
But, even more importantly, a bright light doesn’t work anything like it is working now. If I can see the back corner of the room from where I am, and the light source is between me and it, moving CLOSER to the light isn’t going to make that spot DARKER (which is what currently happens). Also, I could stand with my back to the light, even fairly close to it, and get a pretty good approximation of seeing the rest of the room as though that light weren’t messing up my low-light vision.
To give the effect it appears you are going for, the light should act as a barrier at the far edge whether you are in it or not, NOT as a barrier all the way around if you are in it and nothing if you aren’t. That is, if I have a sight radius of 5 (night vision) and there’s a light source in the room that is radius 3 (a console), I should be able to move closer to it and not lose sight of things that are 5 away in the opposite direction from the light source.
But really, I think a better use of time would be to work on having walls be illuminated properly (turrets in labs are usually obvious from the outside, for instance).
Okay, let me rephrase that. Does anyone know where the quest giving squad leader your supposed to encounter in the Vault spawn’s exactly? Is he supposed to be somewhere in the sewers, near the entrance to the motor pool proper, or somewhere deeper in the Vault? Because all these irradiated wanderers are making me doubt he could survive anywhere in the facility itself.
Or you know, the SHITLOADS of minor side effects that have cropped up as a result. Like standing next to a building’s wall and not being able to see it, which I’ve had happen once or twice. Or campfires and other field light sources ruining night vision in all directions, when they should allow seeing farther in the direction AWAY from the light source.
That last idea would be the best way to implement realistic lighting while keeping facing abstract, you could assume you’re seeing farther in that direction because you’re not looking into the light when looking that-a-way.
[quote=“Random_dragon, post:8753, topic:42”]Or you know, the SHITLOADS of minor side effects that have cropped up as a result. Like standing next to a building’s wall and not being able to see it, which I’ve had happen once or twice. Or campfires and other field light sources ruining night vision in all directions, when they should allow seeing farther in the direction AWAY from the light source.
That last idea would be the best way to implement realistic lighting while keeping facing abstract, you could assume you’re seeing farther in that direction because you’re not looking into the light when looking that-a-way.[/quote]
Yeah, I’ve had that “can’t see the wall next to me” thing a couple of times, too. If the lighting change weren’t immediately after the “nothing without a bash attack can attack right” bug, I’d stay where I was. :-/
Here’s hoping they get it resolved soon. Or just put it back the way it was…
Oh well, delicious bugs are a staple food of roguelike developers. o3o
But yeah, if it gets some tweaks it would be nice.
Report the bugs in garage or on github.
Hnng. For one I need to figure out what causes the “can’t see a wall in front of me” issue and screenshot it. I haven’t had it occur that often at all. O.o
All the same: to the garage!
Spoil some fun for me: I’ve heard that one can trigger a resonance cascade in this game. How do I do that and what will happen?
Nothing yet, as I recall.
I would asume that this is a referenz to half life . Doing nothing as far as i have noticed.