Brian C. said: keithcurtis said: JC said: Two suggestions for UDL- Minor UI issue: When in view-Lighting-as-token-mode (i.e. "ctrl-L" mode), switch the lighting seen by the GM to the new token if the GM selects a new token. As it is, it is possible to select a new token and have the lighting remain based on the previous one unless you remember to <esc> and reenter ctrl-L mode. Strongly suggested functionality: Allow changing the darkness opacity displayed for players on a page when Daylight Mode is set (ideally via a slider similar to the control used for the "GM opacity" setting) The reason that reducing the opacity of areas blocked by line of vision is that it allows an atmosphere during daylight adventures that doesn't make it look like twilight or worse with faux shadows moving as characters walk though town. Yes, we all know that the line of sight is blocked by the tavern wall, but we've been there and know there's some tables and chairs inside - ergo, it should be possible to show only slighting dimmed, much like the areas remembered from Explorer mode - just because they're not in vision, they shouldn't be ink-black - particularly on a page in Daylight Mode. 1. I like the current system, because it allows me to check LOS and move things around based on that perception. 2. That would be great. I agree with Keith on #1. Being able to adjust things while keeping the perspective of the first token is too important <chuckle> Okay, re #1 I can see some merit with that explanation - request withdrawn. A setting for "darkness opacity displayed for players is my real focus... I'm all for shadows, but those "shadows" during daytime town play are actually just line of sight hints (and I don't want to turn off dynamic lighting completely. Thanks!