Joe M. said: Reading over the wiki, I’ve realized it says that you only reveal AFoW when you cast light onto it (or use the AFoW view token setting). If I have a party without darkvision in a cave, and only one is carrying a torch (because the others want both hands free to hold a sword and shield between them and the grue), then no one except the torch-bearer will reveal AFoW; the others will not be able to see / remember where they have been. This is very counter-intuitive for players. I know it adds more complication, but I really think it is important to reveal AFoW for tokens that have sight but aren’t currently emitting light, corresponding to what they can currently see due to other light sources. The same concept would apply to a map that has global illumination enabled with dynamic lighting. If the player is in an open-air hedge maze during the day, you want them to be able to “remember” where they have been, despite not being able to see there at the moment, even when emitting no light personally. No, in this case you could set the AFoW view setting on the token to a large number to get the correct effect (I’d almost say that should be the default when global illumination is turned on). Note that I sadly have not had time to play with the feature myself, so apologies if I am misunderstanding how it already works. Ran a game with this feature, in the same conditions : dark place, group of 4 players and the mage casting a light spell so that everyone can see and progress in the dungeon. We didn't have this problem. Did you check the "all players can see light" on the mage token parameters ? My wife is one of the players, she's not the mage but had normal advanced fog of war display. (We play in the same room and I could check on her screen what her character was seeing during the game. ;) ) Edit : Even if the other players don't have dark vision, I set their vision to 5m (16 ft, dim) and 1m (3 ft, bright) (natural poor vision in dark places). Edit 2 : misread your post. I though you encountered the problem. Well, as you can see above, we ran the game in the conditions you described and had no problem at all with the feature. However, I don't know if setting a really poor vision (instead of none) is what could make the difference. As I understand the feature, it is based on what a character can see, not the light source. So, If you can see a lightsource in an area, then you will remember this area (even if you're not the lightsource). For example, if you set emitting light torches (that everyone can see) in a dungeon, characters will remember these places even if they don't produce light at all. Moreover, Devs, we really enjoyed this feature even if the game was very laggy. It was not unbearable but could be an issue if this related to the size of map (which should certainly be...). We sometimes have huge maps (100x100) and this could be unplayable on a map of this scale. Hope you will able to optimize this feature ! Regards :)