Brian C. said: Gargamond said: Farling said: The colour of nightvision needs to be a global option, at least to act as a default for all tokens that have an explicit setting. I see your point. And I almost agree. But what if one monster has night vision, another has true sight, and another sees infra-red? Wouldn’t you want to be able to tell the difference at a glance? I know I would. I really would not recommend using Dynamic Lighting at all for tokens the players never control. The system does not need the strain, but that is just my opinion. I think an option in the conversion tool for how to handle night vision would be good with a bit of intelligence on the tool's part about when to apply it. Currently, Night Vision is applied to a token when it "Has Sight" without "All Players See Light". Adding whether a GM wants the Sharpen effect or tinting would allow that to be applied when the second field of "Emits Light" is <= 0. This would allow Devil's Sight to not have any effect applied if the original "Emits Light" was 120/blank. Or just apply it to all Night Vision tokens and let the GM remove the tint for the 1 or 2 that do not need it. Still, I think this belongs in the bug thread. UDL and the conversion tool are still very much in beta. Beta testing being the Dev server, UDL is beyond that now.