I was reading somewhere about this as planned feature, but now can’t remember where. Anyway, here is my suggestion about whole concept of light in the game. Maybe I will repeat something which is already present or planned. But maybe it will somehow useful. (I WILL be lost in translation for sure, but I kinda hope you will understand what I try to tell
So from the beginning:
1. Illumination critical for everything. So lack of it will slow down performing of any tasks, cause less quality goods production and dramatically rise risk of injury.
2. Level of illumination is different from tile to tile. So I will call total darkness as “0%light”, comfortable illumination as “100%light” and blinding flash as “200%light”
3. There are light sources of different power, from little candle to sun itself. This “power” is basic number which is determines level and area of illumination.
4. There are different types of objects. So any object in game must have number from 1 to 7 which is determines visibility (size) of object. This sizes can be micro, tiny, small, medium, large, colossal and mega. Every object has one particular size but when moving it’s counting as +1 size, when moving fast +2, but when hiding -1. Medium size is for dwarf, plate mail, barrel or throne. Kobold, goblin, dog, chain mail or shield is small. Elf, human, cow, horse, table or bed is large. Buckler, bucket, helm or cat are tiny, and rings, amulets, arrows and bolts is micro. Trees, catapults and other like this is colossal, and megabeasts are mega etc.
Take a candle for example: it has little power and illuminate about 3 tiles around (which is 7x7 area). It has no blinding effect and have only 40%light in center, 30% in first tiles, 20% in second and 10% in third. Something like this. More powerful souses will create illumination more bright and more wide.
5. Illumination percentage determines how good dwarfs (and anybody else) will see any items (or characters) on this particular tile. So they see anything on 100%light tile. They also see everything on 90% and 80%light tiles without any negative causes, so it’s best illumination for searching, work or anything else. 70%light tile will make micro objects hidden from distance more than 7 tiles. 60%light makes tiny objects hidden from distance more than 7 tiles, and micro hidden from 6. 50%light makes small objects hidden from distance more than 7 tiles, tiny hidden from 6 and micro from 5. And so on.
So if our candle illuminate a (small) dog sitting on next tile to it, this dog will be 30% illuminated and visible from 5 tiles and less. A candle is lesser of light sources, so lantern will illuminate dog for 40%, torch for 50%, gas lamp for 60% and light vent from surface for 90%. If dog will move, it makes him more visible and expand visibility range.
6. Combined light sources creates combined illumination areas. Amount of %light on each tile will be summary of all %light on this tile. So two candles can bring 80%light on center tile and 60%light on first tiles next to source. It will be nice challenge to combine different light sources for comfortable illumination and do not overflow fortress with blinding zones. Cause if we take two or three powerful light sources in one point they will create combined light source which will blind anyone within several tiles.
7. Blinding is similar to shading and 110%light is similar to 90% light. But there is difference between 0%light and 200%light. In first case creature (without night vision ability) will run to visible (10%light) place. So dwarf can travel from one VISIBLE lighted area to another thru darkness. But if he walks into 200%light area he will be absolutely blinded and will run in random direction in attempt of leaving blinding zone.
8. Candles, torches and all kind of lamps have finite lighting ability. Candles will burn totally and require full exchange, torches have 5-10 life periods with changing of burning material, lanterns, gas and lava lamps must be just refueled. (Another labor must be created special for this.) And only light vents (which will transfer sun light into dungeon) absolutely endless. This vents, build from surface, makes light sources on every level they run, but require digging, architecture, masonry and mirrors from glassmaker. Small and tiny creatures can make their way in fortress thru light vents, so grates highly recommended, but micro creatures can get in anyway. Also vents can split, so one surface exit will fill several vents but power of sources provided by this vents will be -20% for every split.
9. Quality of any light source objects can determine illumination radius. Maybe some artifact will illuminate entire dungeon.
10. Walls and doors will be barriers for light, and illumination areas can be designated similar to room designation, only without resizing.
11. Illumination on surface is 100%. Any exit is light source equivalent to light vent but it can't transfer light to another level or another place on current level.
I know I just raving here My system not ready for anything and not balanced at all, but has some potential, I think. So main question is what you think about it? Any comments…