View Full Version : Darkvision With Ambient Light
rocketvaultgames
May 14th, 2021, 19:13
Hello,
Forgive me if this has been addressed elsewhere but I've been unable to find it...
In 4.1 (D&D 5E) it seems that having ambient light turned on on a map makes it so that PCs with darkvision are able to see unlimited distance rather than be limited to 60 ft. The problem is this seems to occur even when a mask is applied to the ambient lighting.
I noticed this on my campaign with tons of extensions, but I tried it on a fresh new campaign with 1 character and no extensions, and it seems to be the same.
Maybe I'm missing something...
Moon Wizard
May 14th, 2021, 20:24
Ambient light will light up the whole map, unless you use masking to limit the ambient lighting. Since normal vision on a token can see any lit up by ambient light, this is added to what the token can see by darkvision as well.
If I'm not understanding you issue, then please post pictures and exact steps to see show what you mean.
Regards,
JPG
rocketvaultgames
May 14th, 2021, 21:52
It works as I'd expect with ambient light on with no mask, but the masking doesn't seem to work correctly.
I might just not understand how it should work...
Darkvision 60 - No Ambient Light:
46671
Darkvision 60 - With Ambient Green Light (No Mask):
46672
Darkvision 60 - With Ambient Green Light and Mask covering the entire map (Token Fog of War Reset) - Shouldn't be able to see where the blue arrows point (mask should cover):
46675
Darkvision 60 - With Ambient Green Light and Mask revealing 4 rectangles (Token Fog of War *NOT* Reset):
46676
Darkvision 60 - With Ambient Green Light and Mask revealing 4 rectangles (Token Fog of War Reset):
46677
I feel like the token should not be able to see beyond 60' in this last image OR be able to see a green (not gray) rectangle beyond 60' as that ambient light should come through the mask.
Sincere thanks for taking a look at this.
-Matt
Moon Wizard
May 15th, 2021, 05:28
I have some fixes already provided by @cpinder that I'm going to try to package up tomorrow for a fast incremental version update. This appears to be fixed in the build I'm testing which has the other fixes.
Regards,
JPG
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