The M said: Why not go further with this idea? Let's implement the ability to hue the windows so that, if they are closed, a token's vision would be coloured similair to a coloured light source. Then add some more options like oppacity, cleanliness and blur that would Opaccity - Lower/Increase how much the window is painted. Blur - Lower how far a token can see through the window (wich could then simulate closed shutters). That's a lot of complexity added to what is currently a pretty simple function, although it would be very useful for anyone wanting that level of detail inn their maps. The M said: Though for a ready-now solution you could put a wall behind the window, colour it to easily distinguish it from the (propable) surrounding wall lines and shift it through the gm and light layer when needed. Currently, I simulate curtains with a one-way DL barrier on the "interior" side of a window. This simulates someone inside a room to be able to "peak out the curtains" while blocking visibility into the room from the outside.