Imagine the following scenario: A party is dungeon crawling and encounter a door. The map is completely dark except for a torch being carried by one in the party (using dynamic lighting). When the party opens the door (and the GM removes the door on the dynamic lighting layer) the light of the torch lits the room beyond. For some reason however, the party closes the door again. The room is again completely black. The same with the corridor behind them that is no longer in range of the torch light. What I would like to see is more like an actual fog of war as seen in RTS games. The map is completely black at the start (or not) and the areas the party have visited but are no longer lit but are something like 20% visible. Dark, but at least the party knows they have already been to that location. I suggest adding four input fields to the lighting controls to set the minimum/maximum amount of that light the specific feature can provide. For example: Fog of war enabled (20% minimum, 100% maximum), dynamic lighting disabled Result: Hidden areas of the map are 20% visible, revealed areas are 100% visible For of war disabled, dynamic lighting enabled (20% minimum, 100% maximum) Result: Unlit areas of the map are 20% visible, lit areas are 100% visible Fog of war enabled (0% minimum, 100% maximum), dynamic lighting enabled (20% minimum, 100% maximum) Result: Hidden areas of the map are completely dark, revealed but unlit areas are 20% visible, revealed and lit areas are 100% visible The maximum number is always at 100% in these examples, but you could use that for example to simulate the sun going down and reducing the lighting of the entire map this way. The default values could be 0% minimum and 100% maximum for both, which would create the current situation. Possible extensions for this feature could be: - a checkbox that decides whether enemies (tokens) should be visible or not when hidden or unlit. - actual fog of war based on history of dynamic lighting (never lit = 0%, lit = 100%, once lit = 20%)