Open weepingminotaur opened 1 year ago
Would you mind providing some screenshots of what you're seeing that is undesirable?
Haven't forgotten about this! Will post screenshots tomorrow.
@weepingminotaur if you change the color of darkness to something lighter, then even at darkness 1 the already-explored areas are still visible.
The default is "#2d2d52", but if you set the darkness color for the scene to something like "#7777bb" then darkness 1 will actually be brighter than the default is at .7, while still being clearly dark.
Edit: Darkness color is a feature of the "Perfect Vision" module. However Foundry Core has settings for color of explored/unexplored Fog of War that can also be adjusted for similar effect.
@weepingminotaur if you change the color of darkness to something lighter, then even at darkness 1 the already-explored areas are still visible.
The default is "#2d2d52", but if you set the darkness color for the scene to something like "#7777bb" then darkness 1 will actually be brighter than the default is at .7, while still being clearly dark.
Thank you for this suggestion. Explored fog is so much more visible now. This issue can be closed.
Currently, if a scene is set to synchronize its darkness level with the Pf2e world clock and the darkness level of the scene is at 1, it's extremely hard for everyone (and especially people with vision issues) to see areas they've already explored on the scene. While I can, of course, detach the scene's darkness level from the world clock, that's not really a good solution, since I still want the scene to get lighter or darker depending on the time of day in the game -- I just don't ever want it to be darkness level 1.
I therefore propose that the Pf2e system allow GMs to set the maximum darkness level for their world, which would then apply to all scenes synchronized with the game clock. That way, I can set darkness level to, say, 0.7 and it will never get darker than 0.7 on a scene.