I am, since the recent update, finding a performance problem with maps with dynamic lighting where the lighting lines are not straight, e.g. in caves compared to "regular" dungeon maps. Where the lighting lines are straight performance is good and slick, in caves the maps movement and token movement (even tokens not emitting light) is juddering and slow. This has changed and seems to be since the Rugged Re-Roll update, or at least thats when we have noticed it having just been on a caves map for the last couple of sessions in the last 2 weeks. Thinking maybe I'd done something one that particular map I went back to an earlier campaign with caves and tested a map that we had no problem with earlier this year, same effect was seen, the current map uses the same tileset to create the background, and the old map actually has more set dressing. I chopped out the bits of the current map that are no longer necessary and shrank the map size and still see the same problem. If I disable dymanic lighting on these cave maps the movement becomes swift again. In the same campaign there is a similar sized city streets map, with lots of windows and doors that runs beautifully. Is this a fundamental limit of dynamic lighting now, or have I done something wrong with the new settings? Or is there a new issue with lighting lines? If the Devs want to take a look, please help yourselves to my campaign Sanctuary 2 - Points of Authority. The city map is called "City Streets" and the example cave map is "Slithering Deeps Upper". Would appreciate any advice on speeding up cave maps, because dynamic lighting really makes a difference to the game. Thanks