diff --git a/game/modules/tome/class/Player.lua b/game/modules/tome/class/Player.lua index 3ad65858bfaaa77ec50b0a8f76b361416c480a25..c9a042cbd91dd8d8cf5f141d75803577ff3f30d3 100644 --- a/game/modules/tome/class/Player.lua +++ b/game/modules/tome/class/Player.lua @@ -603,16 +603,11 @@ function _M:playerFOV() end, true, true, true) end - -- Overseer of Nations bonus - local bonus = 0 - if self:knowTalent(self.T_OVERSEER_OF_NATIONS) then - bonus = math.ceil(self:getTalentLevelRaw(self.T_OVERSEER_OF_NATIONS)/2) - end - -- Handle infravision/heightened_senses which allow to see outside of lite radius but with LOS + -- Note: Overseer of Nations bonus already factored into attributes if self:attr("infravision") or self:attr("heightened_senses") then local radius = math.max((self.heightened_senses or 0), (self.infravision or 0)) - radius = math.min(radius + bonus, self.sight) + radius = math.min(radius, self.sight) local rad2 = math.max(1, math.floor(radius / 4)) self:computeFOV(radius, "block_sight", function(x, y, dx, dy, sqdist) if game.level.map(x, y, game.level.map.ACTOR) then game.level.map.seens(x, y, fovdist[sqdist]) end end, true, true, true) self:computeFOV(rad2, "block_sight", function(x, y, dx, dy, sqdist) game.level.map:applyLite(x, y, fovdist[sqdist]) end, true, true, true) @@ -626,7 +621,7 @@ function _M:playerFOV() local lradius = self.lite if self.radiance_aura and lradius < self.radiance_aura then lradius = self.radiance_aura end if self.lite <= 0 then game.level.map:applyLite(self.x, self.y) - else self:computeFOV(lradius + bonus, "block_sight", function(x, y, dx, dy, sqdist) game.level.map:applyLite(x, y) end, true, true, true) end + else self:computeFOV(lradius, "block_sight", function(x, y, dx, dy, sqdist) game.level.map:applyLite(x, y) end, true, true, true) end -- For each entity, generate lite local uid, e = next(game.level.entities)