Modern Immersion

Modern Immersion

Presentation overhaul.

  1. GOLD#Options#LAST# - everything below is tunable from a "Modern Immersion" tab in the game's own Options dialog. Changes apply immediately and are remembered between sessions.
  1. GOLD#Bloom#LAST# - a full-screen bloom pass so fire, magic, lava and glowing artifacts actually radiate light. Built as a real three-octave pyramid - bright pass, downsample, separable blur at each scale - in the addon's own framebuffers, which is both smoother and cheaper than gathering it in one pass over the whole screen. Replaces the main framebuffer shader; all original screen effects (low HP, drowning, solipsism, and the colorize/intensify tints) are preserved.
  1. GOLD#Dynamic lighting#LAST# - your torch, anything else carrying a light, emissive terrain like lava, and every spell in the game now light the actual tiles, per pixel, instead of tinting the whole screen. A fireball lights the corridor as it flies, an explosion flashes the walls, a lightning bolt strobes them - and because the element is read from the effect itself rather than from the talent, it covers damage-over-time clouds, traps, and anything DLC or other addons add using the game's own effects. It runs as the map's default shader, so it reaches every tile, actor and object at once. The light modulates the artwork rather than being painted over it, so the shadows and highlights the tiles are drawn with survive - by default nothing is ever darker than the stock game, and lighting only ever adds. There is a knob for making the dark actually dark if you want it.
  1. GOLD#Colour grading#LAST# - a second post-processing pass: film-style grading, halo-free edge sharpening, a soft vignette, subtle lens colour fringing toward the corners and fine animated grain. This is what makes the picture read as a modern render rather than a flat tile grid. The grain and the fringing scale themselves to your resolution, so they stay a lens effect instead of eating fine detail on a high-DPI screen.
  1. GOLD#UI skin#LAST# - a flat, dark, modern interface skin, selectable as "Modern Immersion" under Interface Style in the game's own options. Dialog frames, buttons, list selectors, headings, textboxes and tooltips, with a gold accent on whatever is selected or focused. Everything it does not replace falls back to the stock Dark theme, so the two sit together deliberately. Takes effect on restart, like the stock interface options. The UI click sound is replaced too.
  1. GOLD#Talent and spell audio#LAST# - casting makes a sound. The base game is silent here: eleven of its 1372 talents carry one. Twelve schools - fire, ice, lightning, earth, arcane, darkness, light, blight, nature, mind, temporal, physical - picked from the talent's own tree. Other creatures' casts are placed at their tile, so a caster winding up across the room is something you hear rather than something you read in the log.
  1. GOLD#Footsteps#LAST# - surface-aware footstep audio. The sound is picked from the terrain you are standing on (grass, dirt, stone, wood, water, sand, snow, lava, slime), and volume and pitch scale with how fast you are moving.
  1. GOLD#Item pickup#LAST# - picking something up off the floor makes a short, soft tick. The base game gives one of the most frequent actions in it a log line and no sound at all. Only your own pickups, and a pile of loot taken in one turn collapses into a single tick rather than a burst.
  1. GOLD#Ambience#LAST# - the game's own nature/town beds (birds, wind, crickets) rebalanced up toward the other effects and pulled closer to the listener, so they're clearly audible instead of near-silent.
  1. GOLD#Music crossfade#LAST# - music fades between tracks when it changes, instead of being cut off mid-phrase and snapped over. Layers a new zone shares with the old one keep playing untouched.
  1. GOLD#Spell visuals#LAST# - travelling projectiles fly slower so you can follow the magic, and common impact/cast effects linger longer. Note: the slower projectile speed is the one part that lightly touches gameplay (it runs on the energy system); set proj_scale = 1 in hooks/features/config.lua to disable it while keeping everything else.
  1. GOLD#Walk there, then do the thing#LAST# - right-clicking a staircase or exit gets a combined "Move to and change level" option, and a tile with an item on it gets "Move here and pick up item", both at the top of the context menu. Stock offers a bare "Move to" and hides its own "Change level" and "Pickup item" unless you are already standing on the tile, so today both mean walking there and then pressing a second key.
  1. GOLD#Key bindings#LAST# - "talk on channel" moves from Spacebar to "/", and Spacebar becomes a second way to pick up whatever you're standing on (the stock "g" key still works too). A default, not a forced change - your own keybind customisations are never overwritten, and the game's own Keybindings dialog is still the one place to change or revert it.
  1. GOLD#Mouse gestures#LAST# - right-click on the map is dual purpose in the stock game: a clean click opens the use menu, but a few pixels of drift during the click - completely ordinary for a mouse or trackpad - gets misread as an attempted gesture instead: a coloured trail flashes and the click silently does nothing. The stock game ships with no gestures bound, so for most players that misfire is the only thing the system ever does - it now stays fully asleep until you actually bind a gesture in the Keybindings dialog, at which point it works exactly as stock, and swipes also need to be more deliberate before they count as one.
  1. GOLD#Zone ambience#LAST# - a continuous drift of mood-appropriate specks over the visible area: dust in caves, embers over lava, snow on frozen ground, fog in crypts, spores in swamps. The mood is picked from the zone, falling back to the level's own terrain so it covers DLC and other addons' zones too. Runs through the game's own weather system, and respects the game's "weather effects" option.
  1. GOLD#Combat feedback#LAST# - hits, crits and kills get a screen shake, a brief screen flash and an impact stinger, with damage you take reading heavier and redder than damage you deal. Crits and kills set off an expanding ring that warps the screen behind it - the game's own distortion effect, centred on the tile the blow landed on - and anything that dies leaves a dark mark on the floor that fades over a few seconds. Combat sounds are positioned in 3D, so a hit to your left is heard on your left and a distant fight is quieter than one in your face; levelling up gets its own flash and fanfare. A low-HP heartbeat starts once your health crosses the same threshold that reddens the screen. All generated audio, all tunable/disableable in hooks/features/config.lua's JUICE table.
  1. GOLD#Waking up refreshed#LAST# - finishing a full rest is met with a soft warm glow, a quiet chime and a gentle drift of rising light motes - a subtle "you're rested" moment. Only fires on an uninterrupted, fully-rested finish, never when rest is broken by an enemy or damage. Part of the JUICE table (wake_enable).

See addon usage in the character's vault.
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Name Module Version Required Released File
1.0.0 1.7.6 2026-07-29 20:13
tome-modern_immersion.teaa