cmd said: AFoW is incredibly broken for me this morning. Areas that shouldn't be revealed show up anyways upon re-entering the map. I can reset fog or manually hide everything, but if I refresh from a players perspective, most things that have a 'torch' token (emits 20 ft, 10 dim, all players see light) show up as uncovered, despite the players not actually being there. What it looks like after hitting F5 as a player: <a href="https://i.imgur.com/XHeHVFU.png" rel="nofollow">https://i.imgur.com/XHeHVFU.png</a> I can manually re-hide (gm view, ctrl+L on test adventurer): <a href="https://i.imgur.com/x6qCRbt.png" rel="nofollow">https://i.imgur.com/x6qCRbt.png</a> But then F5 on player view again and it comes back even more wonky: <a href="https://i.imgur.com/UXgUwD3.png" rel="nofollow">https://i.imgur.com/UXgUwD3.png</a> The really weird thing is, it doesn't happen with ALL the torches either, like the ones I circled here always seem to remain covered: <a href="https://i.imgur.com/lC52djZ.png" rel="nofollow">https://i.imgur.com/lC52djZ.png</a> And here's my dynamic lighting layer: <a href="https://i.imgur.com/1GUtIws.png" rel="nofollow">https://i.imgur.com/1GUtIws.png</a> Map settings: - YES AFOW - NO show grid - NO dim light reveals - YES Dynamic Lighting - YES Enforce Line of Sight - YES Only update on drop - YES Restrict Movement - NO Global Illumination Player tokens: - Emit 60 feet (no dim) - NO all players see light - YES Has sight (no entered angle, 1x mul,) - No entered AFOW View Distance Torch tokens: - Emit 20 feet (10 dim) - YES all players see light - NO has sight (no entered angle, 1x mul,) - No entered AFOW View Distance Is there just a bug or can anyone help me with what I've done wrong? I made this particular map months ago and it worked wonderfully the last time I messed with it, but my players are about to get here and I don't want to ruin the experience :( So it seems like there might be a race condition occurring here which is why you get the different configurations of what is visible. Essentially, what might be happening is that as things are rendered in via refresh, etc. the dynamic lighting layer is coming in a little later and the players see the light from their perspective for the slightest moment. A work around for this moment might be to put torches and other ambient light in the GM layer until play. Then once everyone is loaded in, send all the tokens to the appropriate layer. This should prevent this behavior until we can more thoroughly investigate the issue.