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Dynamic Lighting and Multiple Player Tokens - Revisited

There was a post about this ~ 3 years ago but this issue still seems to be persistent. I have players in my game that control multiple tokens.  Dynamic lighting is not "respecting" the individual character vision settings.  What it appears to be doing is using the highest level of vision from any ONE of the tokens a player controls for ALL of the tokens that player controls, all of the time.  So, a human with "normal" vision set in the tokens dynamic lighting actually "sees" the map like the elf with low-light vision that is also controlled by that same player. This occurs without respect for dynamic lighting barriers.  So, for example if the Elf is in a dungeon cell that prevents line of site to the human, the human STILL has low-light vision like the elf, regardless of where it is.  If I check the Elf's "Has Sight" box to remove site from the Elf token, the human suddenly see's with "normal" vision, as it should. I hope my explanation makes sense.  Has this issue been addressed, is there a way I can rectify it, or is there a plan to address it? I understand a player will see everything that its characters can see.  However, each individual token should still retain its dynamic lighting settings in cases where line of site is blocking "better" seeing tokens or when the token is in completely different areas.  
Robert M. (Lone Wolf) said: There was a post about this ~ 3 years ago but this issue still seems to be persistent. I have players in my game that control multiple tokens.  Dynamic lighting is not "respecting" the individual character vision settings.  What it appears to be doing is using the highest level of vision from any ONE of the tokens a player controls for ALL of the tokens that player controls, all of the time.  So, a human with "normal" vision set in the tokens dynamic lighting actually "sees" the map like the elf with low-light vision that is also controlled by that same player. This occurs without respect for dynamic lighting barriers.  So, for example if the Elf is in a dungeon cell that prevents line of site to the human, the human STILL has low-light vision like the elf, regardless of where it is.  If I check the Elf's "Has Sight" box to remove site from the Elf token, the human suddenly see's with "normal" vision, as it should. I hope my explanation makes sense.  Has this issue been addressed, is there a way I can rectify it, or is there a plan to address it? I understand a player will see everything that its characters can see.  However, each individual token should still retain its dynamic lighting settings in cases where line of site is blocking "better" seeing tokens or when the token is in completely different areas.   Hey Robert M. (Lone Wolf) - Right now, our focus is on the new Updated Dynamic Lighting system , which replaces the old system. This issue should be addressed in this new system, but if you have any issues, please let me know!