No logic other than that they were appropriate color of their corresponding type giving a small hint of what they might be able to do, and thematic to the name of the unique like Fundin = blue, Saruman = multicolored, Wormy = a thief blue, Ancalagon = black and so on.
I think you should use old method, but use a slightly different color for uniques of each type to separate that from rest of that type. Make Fang and Grip slightly different color than rest of the low-level dogs, Carcharoth a slightly brighter red than hellhounds and so on, so that colors are appropriate for that monster type, instead of just plain "this is a unknown unique of this letter".
Can you already use those extra colors? If you can, how?
EDIT: I found a UI for that, but I also noticed that "interact with visuals" is now lacking ability to change those. There is only selections to load user pref, dump monster/object/feature/flavor attr/chars and reset visuals. In older (3.0.9) version there was also possibility to edit those. Experimenting with older version and dropping that to new version restores old color scheme for that game, and also allows editing individual monsters. 28 colors total are in use (0-27), rest are undefined which means black (background color). I might edit a sample, if I can distinguish uniques without turning them all purple.
I think you should use old method, but use a slightly different color for uniques of each type to separate that from rest of that type. Make Fang and Grip slightly different color than rest of the low-level dogs, Carcharoth a slightly brighter red than hellhounds and so on, so that colors are appropriate for that monster type, instead of just plain "this is a unknown unique of this letter".
Can you already use those extra colors? If you can, how?
EDIT: I found a UI for that, but I also noticed that "interact with visuals" is now lacking ability to change those. There is only selections to load user pref, dump monster/object/feature/flavor attr/chars and reset visuals. In older (3.0.9) version there was also possibility to edit those. Experimenting with older version and dropping that to new version restores old color scheme for that game, and also allows editing individual monsters. 28 colors total are in use (0-27), rest are undefined which means black (background color). I might edit a sample, if I can distinguish uniques without turning them all purple.
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