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Legacy vs Update Dynamic Lighting?

Hi all, Could someone explain what the differences are between the legacy and updated dynamic lighting?  From what i can tell having played around a bit the legacy still seems better, specifically when it comes to darkvision. What i do in the legacy system is make any darkvision character emit dim light for x feet.  This seems to work pretty well.  but in the new system the option to emit dim light seems a LOT brighter than the legacy. Also, does the updated system handle fog of war differently than the legacy system?
1599221213

Edited 1599224455
Legacy Lighting is the original Lighting system used so it's been worked and fixed properly. The layout was only in the Advanced Tab of the tokens and you'd have to manually adjust your distances for lights to what you wanted. For instance, if you used a Torch that emits 20ft bright, and continued 20 feet dim, the Legacy would make ya put 20 in the Bright light section, and 40 in the Dim light section and bright would overlap the dim in the scene. Updated would just ask how much bright light so 20, how much dim light, os another 20, and it would calculate the Full field of light reaching 40 ft. I know Updated Dynamic Lighting (UDL), is still working out a handful of Bugs ans tweaks. The Interface is simpler for UDL and actually omits FoW  from being usied since you have to designate if players have vision, and how far they can see ifthey have DarkVision. That being said, with UDL, you would have to drawl boarders on your Map to restrict players from seein of the map where you would once just use FoW to hide tokens, secrets, or items to drop into your game while still on the Token layer instead of leaving placement and just switching layers. Darkvision is the UDL system has it's bugs too. Like if i Give a Tint to the distance of my Drow, it actually makes that visible from others as well instead of just for the Player in question. There definitely are some pros and cons.
1599221780

Edited 1599221913
David M.
Pro
API Scripter
EDIT - ninja'd! UDL is Roll20's move to a more modern s/w platform/architecture that should (eventually) allow for increased performance and other features (like darkvision characters able to carry external light sources). However, it is currently still very buggy. The Devs' definition of "feature parity" seems to be that features are there, and not that they necessarily work properly. LDL is still a much more stable environment, so I would recommend that until UDL is truly ready. I don't know if they plan on making UDL's dim light any dimmer, but I hope so. It's really hard for me to tell where the transition is for tokens with both dim & bright light radii unless I wiggle the token around with Update on Drop disabled. I don't believe Regular FoW is affected (EDIT - now not so sure after reading Drae's comments), but "Advanced FoW" (or Explorer Mode in UDL) will have a smoother transition as the characters move about. LDL AFoW reveals in full grid chunks, while Explorer Mode seems to be a true radius of effect.
If you have FoW enabled or even AFoW and then Switch to UDL, it'll kick off the either fog and if ya want it back, you'll just have to switch it. I believe the UDL notice at the tip of the Dynamic Lighting Tab in the Page settings acknowledges that either system works independently and whats revealed in one, doesn't reveal in another. So mid map switch may bug some id assume for DM and players alike. Side note, if ya switch, you'll have to go into the Token Dynamic Tab as well to add all their info for lights, vision, etc. Or Vis versa if you didnt do it to the page first. And if I'm wrong about any info, please call me out lol i'd hate to give out false info!
1599227526

Edited 1599227555
It occurs to me that if i have dynamic lighting on (either one) I don't really need fog of war, do I? Up to now I've been using AFoW as well as LDL.
1599232451
Oosh
Sheet Author
API Scripter
Fog of War allows you to manually hide & reveal areas of the map regardless of whether players can see them. It still has its uses depending on the map requirements.