Author Topic: [Rejected] Sharp lighting divide  (Read 1212 times)

Offline Ranakastrasz

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[Rejected] Sharp lighting divide
« on: August 26, 2023, 08:48:00 pm »
Rejection reason: same as here: https://openxcom.org/forum/index.php/topic,6869.0.html

What: make it so that tiles/pawns that are illuminated via light or daylight more clearly distinct from those not illuminated

Why: Given how important light is, especially in mods, the inability to easily see the difference between lit and unlit is frustrating. I would rather not have to guess or count tiles.

An alternate vision mod like night vision, a two-brightness level option, or a Sharp division at the lighting threshold would all be effective.
« Last Edit: August 27, 2023, 10:51:59 am by Meridian »

Offline Meridian

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Re: [Rejected] Sharp lighting divide
« Reply #1 on: August 27, 2023, 10:52:16 am »
moving to Rejected