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Daytime Line of Sight

I've been having a few issues with how to handle how far players should be allowed to effectively see in the daytime (since everything is black beyond line of sight). I'd like to know how y'all do it. The idea I'm going for now is that the small/bright circle is equal to a character's Perception Rank (ie something small like 3 meters). If that is their immediate and most effective field of vision, what would you recommend (in meters) for their dim/extended vision?
During daylight you can only see three meters? You should visit a doctor about that. I can easily see several miles, assuming I have a free field of vision Seriously thouhg: during daylight I wouldn't impose a limit (or setting it to 500 or so since I have to put something in), other than objects blocking line of sight and limiting it that way.
No. I just said during daylight you should see several meters, but I think the small circle should be 3. I've actually come up with an idea that sets the inner circle to 2 (this is a default personal space bubble that matters for certain effects). The outer circle is [[(10+@{Perception})*?{Brightness|Max 3}]] So if the brightness changes, I have a token run the macro and I change their outer number. Brightness 0 = Absolute Darkness Brightness .5 = Natural Nighttime Brightness 1 = Low Light Brightness 2 = Well-lit room Brightness 3 = Outside How's it look?
I am with Quatar on how to handle distance vision during the day. I just set it larger than the map and only have it limited by items blocking line of sight. That said unless you have a huge map or very low numbers for your perception stats it looks like it will probably come out about the same. Your formula seems to make sense as far as how low light and darkness are handled relative to normal light, but for practical purposes I'm not sure it makes sense to distinguish between a well lit room and a sunny day for visibility.
Okay. I agree about 80%, with my only argument being that flat terrain is rather rare in my world, so short fields of vision are to accommodate for sight lost via hills, cliffs, and tall grass. Just to clarify, I have heard that extensive use of DL can slow down a game. Is the problem too much vision or too many drawings on DL layer? If I extend vision, it should only be in the interest of keeping the game fast enough.
I never had a problem with DL slowing my game down. If you don't want to use DL to impose the hills LOS-blockyness then I suppose your values make sense. But I don't think you can make a macro easily that changes their light radius, not without the API at least.
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Lithl
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API Scripter
DL slowing things down comes from lots of stuff on the DL layer, and more light sources. The more lines there are, the more maths need to be calculated for each light source. You should absolutely stay away from the freeform tool drawing on the DL layer, as even fairly short lines are composed of surprisingly long paths.
Oh yeah, definitely only use the line or rectangle tool, never the freeform thing for DL drawing. I suppose if you put too many lightsources on there it needs to calculate all of them too all the time, but if you're careful there it shouldn't be a big problem. Not every enemy goblin needs a torch.
Wouldn't no enemy goblins need torches since they have infravision?