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Dynamic lighting doesn't actually reveal advanced fog of war?

I'm a new Plus member and I been tweaking with the exclusive features. So far I love the concepts of afow with dynamic lighting but there are some inconsistencies that are rubbing me in the wrong way. It seems the background/map is only retained when the fog of war is "truly cleared" by a character/token's light. This is especially bothersome for D&D 5e players without dark vision. It means that... a) Although global illumination allows a player to see almost the entire map, the part they seen doesn't get registered as an "explored area". So as soon as their line of sight is blocked the area turned pitch black instead of grayed out.  b) Even without global illumination, if the player enter a perfectly lit dungeon without their torches, due to how the light sources belong to the GM's token, the background of these explored area will remain black once they are outside the line of sight. To solve these, I could either clear the fog of war on the explored area manually, change the player's token so they emit light at the areas causing issue then revert the setting when they enter a dark area without a torch, or have them equip themselves with a player-controlled light source dubbed "normal vision" in the areas causing issues. But these methods just seems tiresome and counter intuitive. Am I missing something?
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Have you experimented with View Distance ?
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Edited 1548903099
Hi Keith I completely forgot about View Distance, thanks! I just tried it out and it seems to allow player controlled torch to completely remove the fog of war. However it doesn't help with GM-controlled light source or areas revealed through global illumination. And if I give the player View Distance they will be able to see the grayed out background without any light source (though they still can't see any token). I'm thinking I could either change view distance setting whenever they are in these areas (not ideal but at least there are less things to change) or just have view distance at 10ft in all situations (that's a reasonable sight in pitch black right? Like you can sort of make out the shape of your surrounding but you can't see the people near you). Either way it will save me a lot of micro-management, thank you!
It's a little bit annoying because the player with no darkvision still have less "grayed out" part of the map compare to players with dark vision despite both of them explored the same area in broad day light, but at least they can get their bearing from the path they traveled.
1548905500
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hopefully you can work out a usable solution from here. My experience with AFoW is very limited.