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Questions About Behavior Of Updated Dynamic Lighting, Especially Explorer Mode

Hi, gamers! I’m trying to understand the new Updated Dynamic Lighting. Just read through the documentation…but I have a number of questions. The blog post said that UDL had now reached parity with Legacy Dynamic Lighting. But I’m not sure whether UDL’s “Explorer Mode” has reached parity with Legacy Advanced Fog of War. Thoughts? Here is my record of behaviors of the legacy system. As you can see by the rightmost column I don’t yet know how the updated system works. Please fill in if you can! Feature/Behavior Legacy Dynamic Lighting + Advanced Fog of War Updated Dynamic Lighting with Explorer Mode On “Ownership” of fog/explorable darkness Each player has their own fog record (not each token or character) ? What’s revealed when fog/explorable darkness removed? Current contents of map layer ( not the history) ? What clears fog/explorable darkness Player’s fog cleared by all tokens that player controls that have either a) “Reveal distance” setting b) Has sight AND emits light that all can see ? Effect of darkvision/night vision Token that emits light without “All players see light” does not clear fog ?   FYI, the behavior I want is a shared historical map of all the places the PCs have explored: what one player sees and remembers, they all see and remember. (Not quite realistic…but a closer to the experience we all had when we played together with a battle mat.) I sort of kluged this together with LDL + AFoW using the settings: Set each PC character sheet and torch character sheet (in journal tab) to be “edited and controlled by”  “All Players” Set each PC token and torch token to have sight Set the torches to emit light that everyone can see Set VTT to have AFoW on, Dynamic Lighting on, Enforce Line of Sight on, Only Update On Drop on (mainly to reduce computation load), Restrict Movement enabled In reality, the torch was really doing all the fog clearing since it was the only token that had vision and emitted light that all the players could see, and was controlled by all players. The cleared fog revealed the current state of the map layer, not the exploration history. But so far I’ve been able to work around that. One of the tokens had darkvision (emitted light without “all players can see”), but he couldn’t clear fog. Thanks, Allen
1597100294
The Aaron
Roll20 Production Team
API Scripter
The answers in order are: The tracking is per player, not per character or as a group.  It shows the current state of the map layer, with a bit of filtering to make it apparent where sight ends and Explored area begins tokens with sight reveal with pixel perfect accuracy what they can see (no more revealing by blocks) same as 3) above.  What you're doing now with LDL is how you'll need to achieve the same with UDL. 
Thanks, Aaron! It looks like the biggest differences I'll notice are a) improved rendering speed/decreased computation burden (I hope!), and b) darkvision/night vision now removes fog. Allen