Dungeon Alchemist

Dungeon Alchemist

Didz Apr 9, 2024 @ 9:00am
Adjusting the light radius of light sources?
I've been experimenting with using DA to produce battlemaps for my RPG game.

This is Carlott Selzbergs Warehouse in Altdorf from 'Paths of the Damned'. But I've noticed that default light radius of the Brazier and Lanterns is really quite small and wondered if there is anyway of increasing it to match the distance in the rules.

It should be about 15 yards (30 feet) according to the rules,
https://steamcommunity.com/sharedfiles/filedetails/?id=3217510405
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Showing 1-3 of 3 comments
Kyde Apr 9, 2024 @ 9:26pm 
Many of the light sources have sliders. When the asset is selected you can adjust the intensity of the light.
Didz Apr 9, 2024 @ 11:34pm 
Originally posted by Kyde:
Many of the light sources have sliders. When the asset is selected you can adjust the intensity of the light.
Yes! Noticed that thanks.

I've racked them up as much as I can but they are still quite weak compared to the rules I'm using. Especially the Brazier for some reason which has a smaller light radius than the lantern.

I might experiment with the effects today and see if I can boost the light radius that way.
Didz Apr 9, 2024 @ 11:58pm 
Effects do not provide any illumination at all, so that idea didn't work.

I also discovered that different light sources emit light with different radii, even when their emmissions are all maxed which seems a bit odd
https://steamcommunity.com/sharedfiles/filedetails/?id=3218042133
Note:
The Lantern at the top of the image produces a light radius of about two grid squares.
The Brazier at the bottom of the image barely one grid square.
The Beacon on the left five grid squares.

So, the beacon seems closest to the light radius required by the rules. Although some light sources in the rules have larger light radii. It also depends upon the grid scale of course, but based upon the size of the stairs and furniture I'm assuming perhaps one pace per grid (about 2 feet)

I'm going to put in a ticket I think and see if we can get a bit more flexibility and consistency in the light ranges.
Last edited by Didz; Apr 10, 2024 @ 12:00am
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