Brian C. said: Could you post a couple pictures as examples of the pain point and what you would like it to look like instead? When I read "towering shadows of black" from a "rendition of 'blocked vision'", I think of the black from line of sight being blocked and think, "Well of course a wall would block line of sight, and if someone wants to see on the other side, they need Explorer mode some other way of seeing on the other side (invisible token, etc.)." I think what I am thinking about and what you desire are two different things, but I am having trouble picturing it from the description. Acknowledged. Note that I am using explorer mode, and want to be able to have the map setup suitable for whether the players encounter it during the day or evening. In the evening everything is fine, the lighting and the enforcement of line-of-sight makes perfect sense (since the assumption that anything not seen is dark is typically valid.) Daytime, the game feels completely wrong with UDL and Daytime mode enabled. (Note, I am using explorer mode under UDL and definitely want to continue - that's how I protect the players from seeing rooms not yet entered. Here's a nice example map, with several lanterns hanging about and the player holding a candle - Here's the player view of the map - (Note that the interior of the Tavern is known and lit, and it's daylight so the stable entrance is also lit.. (despite shadows seen by the player. As the player approaches, the "shadows" move, although in truth all of these are not actual shadows but rather line-of-sight blocks across a already entered, well-known lit room and an outside driveway in "Daylight" (This doesn't at all feel like a daytime encounter...) Finally, he enters the room - Okay, time to sit down, have some ale, and find some adventure... The inside of the tavern is fine, and explorer mode is working in that the storeroom on the right and the hallway to the stables is partially revealed - having been explored earlier. However, we know it's daylight out, and everything beyond the room is cast in "shadow"... it truly doesn't look like a daytime encounter in the least. Now I can certainly turn off UDL if the players come during the day, but then the unseen stables and rooms down the hall are no longer covered in explorable darkness. I thought one option would be to be able to reduce the shading attributed to blocked line-of-sight, but am open to other suggestions (aside from "use legacy lighting", since UDL does work wonderful in providing atmosphere to nighttime and dungeon crawls.