Skitso Posted May 12, 2014 Share Posted May 12, 2014 (edited) The game mixes the logic with light and FoW. Edit: Also, the flare sprite shouldn't probably be visible when out of FoW like seen in the first picture...? Edited May 12, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
kabill Posted May 12, 2014 Share Posted May 12, 2014 Quick thought: It might not actually be that you can still see the tiles behind the soldier, but simply that the FoW effect hasn't been reapplied to the area (i.e. it could just be a graphical glitch). This would be easy to test by dropping an item near the flare. It's also seems like this is only applying to the tiles immediately around the flare. If you look due south from the soldier who has turned around in image 2, and then look due south from the same soldier on image 3, you can see that the FoW has updated at least partially right at the bottom of the picture (there's some darker tiles at the bottom). The same is true on the very right hand of the screen. So it looks like only area immediately around the flare is affected. Quote Link to comment Share on other sites More sharing options...
Skitso Posted May 12, 2014 Author Share Posted May 12, 2014 Yeah, Also the units don't seem to emit light around them anymore but just in front of them. If it's intentional, I'm fine with this btw. I just wonder if it's part of this same bug. Quote Link to comment Share on other sites More sharing options...
Chris Posted May 12, 2014 Share Posted May 12, 2014 Mmm. Technically, the light areas represent light rather than LOS, so the system is working as intended - it's basically like OriginalMode rather than PersistentLOS mode. It's not super-intuitive though, I'll admit. I'll have a think about how it should display. Yes, the units only project light in their vision cone now. Quote Link to comment Share on other sites More sharing options...
legit1337 Posted May 12, 2014 Share Posted May 12, 2014 My 2 cents. Flares should not project light unless being looked at, as it is confusing as to which tiles are being revealed by vision. Makes sense right? Why would your soldiers be able to see a flare they are not looking at? Quote Link to comment Share on other sites More sharing options...
Skitso Posted May 12, 2014 Author Share Posted May 12, 2014 Mmm. Technically, the light areas represent light rather than LOS, so the system is working as intended - it's basically like OriginalMode rather than PersistentLOS mode. It's not super-intuitive though, I'll admit. I'll have a think about how it should display. Even if the light areas represent light rather than LOS, the illuminated areas shouldn't be seen if nobody is watching there. There should be 2 layers: first a light map layer and on top of that the persistentLOS layer, so you see the light only if it's in your LOS. ATM it's unintuitive and confusing as the game mixes light levels and vision without cohesive logic. Quote Link to comment Share on other sites More sharing options...
StellarRat Posted May 12, 2014 Share Posted May 12, 2014 Mmm. Technically, the light areas represent light rather than LOS, so the system is working as intended - it's basically like OriginalMode rather than PersistentLOS mode. It's not super-intuitive though, I'll admit. I'll have a think about how it should display.Yes, the units only project light in their vision cone now. Just change the color of the illuminated areas to green to represent a chem light? Quote Link to comment Share on other sites More sharing options...
Skitso Posted May 13, 2014 Author Share Posted May 13, 2014 (edited) @Stellar It'd be better to just fix the logic so only areas that the units can see is shown. It's odd that the areas you wouldn't otherwise see, are visible if there's a light source. If you turn your back to an enemy, you immediately stop seeing it (the new persistentLOS), but if the enemy happens to stand under a street lamp when you turn away, you'll continue seeing it until the beginning of the next turn (the old LOS system). It's just wrong. Edited May 13, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
Skitso Posted May 13, 2014 Author Share Posted May 13, 2014 (edited) @Chris After a bit of testing, it's definitely a bug as if you turn your back to enemies that are near a light source (a street lamp for example), you'll continue seeing them and also see them "teleporting" around as the game thinks you shouldn't see them. Here's a save where you can see the unwanted behaviour. Steps: -Select Unit #2 -Turn her away from the sebillian -Notice how you can still see it (shouldn't be seen in persistentLOS) -End turn and see everything the sebillian does behind your back vision bug.sav vision bug.sav Edited May 13, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
silencer Posted May 13, 2014 Share Posted May 13, 2014 Maybe this is the secret psionic ability that xenonauts now have Quote Link to comment Share on other sites More sharing options...
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