I'm very keen that DFU is playable without magic, so it troubles me that players that want to remove the ambient lighting and free always-on player torch for the atmosphere are forced to use magic for the light spell.
I actually like magic in games, I've got nothing against it honest! However, this is a RPG so it should be a choice, and that's one of focusses of the Archaeologists guild mod - it will have items of recall for sale!
It seems obvious that there were plans to have darker dungeons for sure, especially when there are unused items in the game like: Torch, Candle, Oil, and Lantern. I figured these should have a use in DFU so I've spent this evening implementing simple in-game light sources.
There's a new setting for the player torch light to be enabled by in-game light sources:
- Candle (1hr of dim light, 5.3mins playtime, 1gp, 0.1kg, range 8)
- Holy Candle (1hr of light, 6.7mins playtime, 5gp, 0.25kg, range 10)
- Torch (3hr of light, 16mins playtime, 10gp, 0.5kg, range 14)
- Lantern (6hr of light when full, 32mins playtime, 40gp, 1kg, range 16)
Lantern can be refilled by Oil bottle (5gp, 0.25kg) and it takes 4 bottles to go from empty to full. Probably going to have to make it easier to buy in bulk.
As fuel is used, the light source condition decreases until it goes out. During the last 20s of fuel, the light dims and flickers to warn the player.
When the new setting is switched on, a light source is lit by 'use' in inventory which activates the normal player torch. The existing slider is still used to tune the intensity of the light.
All done with fairly minimal changes to codebase. What do you think? Is this something good to add to DFU?