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Dynamic Lighting - tokens with normal vision vs. low-light vision

I just ran my first Pathfinder session with dynamic lighting. I had to turn it off because some tokens required normal sight, but others had low-light (and can see twice as far). I had no way to make it work so "normal" tokens couldn't see too much without adversely affecting the "low-light" tokens. Is this something in development? I feel like it shouldn't be terribly difficult to allow tokens to do this, but I'm not a programmer. I guess my concern is that this is the sort of thing I think digital products should excel at. As much as I like the effect, it doesn't add any practicality over using "fog of war."
1402605585
Gauss
Forum Champion
Here is the current workaround for using low-light vision: <a href="https://app.roll20.net/forum/post/59014/dynamic-lighting-light-and-vision-conditions-that-can-differ-between-characters#post-59185" rel="nofollow">https://app.roll20.net/forum/post/59014/dynamic-lighting-light-and-vision-conditions-that-can-differ-between-characters#post-59185</a>
I had the same sort of issue though I used a different workaround. I added the distance that the character could see normally and with low light vision and made that the total distance. I then choose to start the fade out at the normal distance. It can be a little messy but it's quicker to set up than grouping multiple tokens etc.
Is there an update in progress regarding making this feature actually functional for D&D?
Their argument is that it is system agnostic. I don't anticipate any updates to their implementation. Only the devs would know otherwise.
Working on it.