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I'd go 3 here.","created_at":"2015-02-23T05:46:33Z","updated_at":"2015-02-23T05:46:33Z","html_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/11369#discussion_r25144811","pull_request_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/11369","_links":{"self":{"href":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/comments/25144811"},"html":{"href":"https://github.com/CleverRaven/Cataclysm-DDA/pull/11369#discussion_r25144811"},"pull_request":{"href":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/11369"}}},"pull_request":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/11369","id":29783802,"html_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/11369","diff_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/11369.diff","patch_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/11369.patch","issue_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/11369","number":11369,"state":"open","locked":false,"title":"Vision fixes.","user":{"login":"kevingranade","id":860276,"avatar_url":"https://avatars.githubusercontent.com/u/860276?v=3","gravatar_id":"","url":"https://api.github.com/users/kevingranade","html_url":"https://github.com/kevingranade","followers_url":"https://api.github.com/users/kevingranade/followers","following_url":"https://api.github.com/users/kevingranade/following{/other_user}","gists_url":"https://api.github.com/users/kevingranade/gists{/gist_id}","starred_url":"https://api.github.com/users/kevingranade/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/kevingranade/subscriptions","organizations_url":"https://api.github.com/users/kevingranade/orgs","repos_url":"https://api.github.com/users/kevingranade/repos","events_url":"https://api.github.com/users/kevingranade/events{/privacy}","received_events_url":"https://api.github.com/users/kevingranade/received_events","type":"User","site_admin":false},"body":"Gives all zombies a tiny amount of nightvision.\r\nMuch more importantly fixes some sight issues.  At dusk, monsters were effectively still using their daytime vision until full dark, because all tiles were appearing as slightly lit, meaning their ability to see lights at a distance kicked in.  The fix involved making lighting use the maximum illumination for a square instead of the sum, and adjusting the override for seeing illuminated squares to check that the square is above the ambient light level instead of illuminated at all.\r\nTo reproduce the issue: Spawn in a shelter near dusk (or dawn), wait until the sight range has shrunk a lot (it should be less than 40 squares to the edge), and spawn a zombie on the border of what you can see.  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