Have You Ever Seen the Sky of Chaos Sanctuary? Act IV's Hidden Day-Night Cycle

你可见过混沌界的天?A4的特殊昼夜机制

Act IV has a hidden mechanic that was never exposed to players. Anyone curious has probably noticed that the roof of the Pandemonium Fortress is always oddly coloured, often with visible flicker and sudden jumps — that is the key clue that leads to this whole mechanism.


Diablo II once had affixes that granted stats based on the time of day. Back then I wanted a way to display the in-game clock, since seeing it would obviously make all this intuitive — and that led to a lot of strange discoveries.


How fast time runs

The internal clock runs from 0 to 359 and is split into four segments:

0 - morning, 1 - dusk, 2 - night, 3 - dawn


SegmentTick rangeSpan
Morning0–159160
Dusk160–19940
Night200–319120
Dawn320–35940

Tick 0 starts the morning. Taking it as 6 a.m. and converting to a 24-hour clock gives this:

SegmentTick rangeSpan24-hour clock
Morning0–159160starts 06:00
Dusk160–19940starts 16:40
Night200–319120starts 19:20
Dawn320–35940starts 03:20

One tick is four in-game minutes, or five real seconds, and every game always starts at tick 0.

In other words, our poor characters all clock in at six in the morning.


An in-game day is roughly 25 real minutes.

Without the night speed-up it would be 30 real minutes.

An Act III day is 20 real minutes.


SegmentSpeedTick spanReal time
Morningx116013.3 min
Duskx1403.3 min
Nightx21205.1 min
Act III nightx101201.02 min
Dawnx1403.3 min


Night runs at twice the speed of day.

Act III nights run five times faster than a normal night.

The reason is probably to keep players from spending too long in the dark: beyond the wilderness there are plenty of pitch-black dungeons to explore, and if night also crawled along, the game would feel like one unbroken blackout.


Act IV runs day and night at the same speed, and that speed is 16 times that of other acts.

A full Act IV day-night cycle takes only two minutes.

SegmentSpeedReal time
Morningx113.3 min
Duskx13.3 min
Nightx25.1 min
Act III nightx101.02 min
Dawnx13.3 min
Act IV full cyclex162 min

Time flips by quickly, but Act IV's day-night effect was never actually switched on.

So the world has always felt as if it has neither time nor a day-night cycle.


Lighting colour and brightness

Other acts use this lighting setup:

In-game timeSegmentAmbient colourVisual result
06:00day begins255,255,255 white daylight
16:40dusk begins255,255,255 transition into dusk
18:00dusk194,152,193 purple-magenta / mauve
19:20night begins125,144,243 blue night light
03:20dawn begins125,144,243 still blue
04:40dawn208,184,131 warm yellow / orange-brown
06:00day255,255,255 transition back to white
Colour cycle:
white daylight → purple-magenta dusk → blue night → warm grey-yellow dawn → white daylight


Dusk is purple , night is blue , dawn is warm yellow .


Brightness follows a sine curve:

TickTimeSegmentBrightness
006:00day - morning128
9012:00day - noon255
16016:40day ends / dusk begins172
18018:00dusk128
20019:20dusk ends / night begins106
27000:00night - midnight64
32003:20night ends / dawn begins87
34004:40dawn106
360/006:00dawn ends / day begins128


Brightest at noon, darkest at midnight.

Act V behaves the same way, but its maximum brightness is capped at 170 so the snow doesn't blow out.

Act II's eclipse has a brightness of 32 — darker than midnight.


Act IV's lighting cycle is the most unusual of all:

TickIn-game timeSegmentAct IV ambient colourVisual resultReal duration
006:00dayRGB(255,20,20) strong red -> yellow57.6 s
18018:00duskRGB(255,255,30) yellow -> cyan-blue3.2 s
19018:40duskRGB(20,152,193) cyan-blue -> blue3.2 s
20019:20nightRGB(125,144,243) blue -> purple-magenta44.8 s
34004:40dawnRGB(243,70,243) purple-magenta -> warm yellow3.2 s
35005:20dawnRGB(208,184,131) warm yellow -> strong red3.2 s
360/006:00dayRGB(255,20,20) strong red -> yellow57.6 s
Act IV sky cycle:
red → yellow → cyan-blue → blue → purple-magenta → warm yellow → red


Sixteen-times speed plus a completely different palette makes Act IV's tone change violently: six eerie colours inside two minutes.

The intent was presumably to create the feeling of a sky racing overhead in the Chaos Sanctuary.


The screenshot shows Act IV at 10:52 in the morning.


Act IV's brightness is hard-coded into the program and does not alternate with day and night — also unusual.

IDAreaBrightness
103Pandemonium Fortress128
104Outer Steppes64
105Plains of Despair56
106City of the Damned48
107River of Flame16
108Chaos Sanctuary16


The screenshot shows the darkened City of the Damned.


Act IV segment table:

Tick24-hour clockSegmentSpanReal duration
0–179starts 06:00day18057.6 s
180–199starts 18:00dusk206.4 s
200–339starts 19:20night14044.8 s
340–359starts 04:40dawn206.4 s

Compare with other acts:

Tick24-hour clockSegmentSpanReal duration
0–159starts 06:00day16013.6 min
160–199starts 16:40dusk403.4 min
200–319starts 19:20night1205.1 min (Act III: 1.02 min)
320–359starts 03:20dawn403.4 min


Act IV's segmentation is idiosyncratic too: dusk and dawn are half as long.

Which also explains the Pandemonium Fortress roof.

[The images compare the fortress lighting with the roof colouring. The two match, and the roof's shifting colours are in fact echoing Act IV's cut lighting]

With Act IV's lighting switched off, a rendering bug made the roof read that hidden lighting anyway. By pure accident you are looking at the cut sky's rapidly shifting colours — and the reason they jump is a handful of bugs.


Bugs:

  1. Day-rollover bug (all acts): dawn ends up only half as long as designed, jumping from 04:30 straight to 06:00 — in Act IV from 05:20 to 06:00 — and the lighting snaps with it. This is the flash just before sunrise when the screen suddenly brightens; someone has probably noticed it while playing.
  2. Time-rewind bug (Act IV only): the Act IV tick timer frequently runs backwards, so the sky colours rewind as well.


- near 180 it rewinds to 160
- near 190 it rewinds to 180
- near 340 it rewinds to 320


3. Segment-transition bug (Act IV only): the smooth colour interpolation between segments never happens, so the colours jump harshly.


I have fixed these as well; the colour transitions look comfortable now.

Summary

  1. Act IV runs time at 16x, and its segmentation is unusual too: dusk and dawn are 50% shorter.
  2. Act IV's brightness is locked for the whole day and varies only by area; day and night never alternate in brightness.
  3. Act IV's day-night cycle appears as rapid, extreme colour shifts; the map's brightness sets the colour intensity, and the Pandemonium Fortress is the most intense.
  4. The Outer Steppes' brightness equals other acts' night; the later maps are darker than the darkest night elsewhere, and the underground section is twice as dark as Act II's eclipse — Act IV is the darkest act in the game.


Point 1 exists in the shipping game but is imperceptible: retail never enabled the later features. The lighting colour never changes and is not colourful, brightness is fixed as well, and none of it is anywhere near as dark as the cut version.

These traits were clearly designed on purpose, but enabling them produced too many bugs, so the mechanic was abandoned halfway.

I did not use the remaster to demonstrate this, because it does not seem to have recreated or fixed this feature.

I fixed the time and colour-jump bugs so the mechanic can display properly in my mod. Act IV will be the most distinctive chapter of The Reliquary.

Next I will write about my Act IV remake plan. Stay tuned.

Comments

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Dark WandererNot signed in — you will speak as the Dark Wanderer.
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撒卡兰姆议会成员的头像 撒卡兰姆议会成员

中For a long time I played versions with unlimited light radius and no lighting variation, and lost a lot of the game's design detail. That may be why it no longer felt as immersive as the first time I played.

Rage Winterchill's avatar
Rage WinterchillADMIN

中Play my mod when it is out, hehe

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