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View Full Version : PF1 Player Character Darkvision issue



Delthos
September 4th, 2025, 17:46
I'm using the most recent patch level. I've discovered a bug with player character darkvision in the PF1 ruleset. There is also intermittent issues with NPC dark vision.

In normal lighting and lack of lighting the darkvision works as it should on all NPCs and PCs. However if I put a darkness light on the table, player characters with darkvision have their vision blocked in the darkness area. When I put an NPC on the table in the same area with that darkness light, their darkvision works as it should in the area of darkness. However if that darkness light is on an NPC and I add another effect to the NPC, the NPCs can not see in the area again until I turn off the darkness light effect in the combat tracker and turn it back on again. Then the NPC darkvision works as it should. However, the player character darkvision never works properly during all of this while the darkness light is turned on. When the light is off, the player's darkvision works as it should.

This has been an issue for at least a month, but I've been using more darkness effects so I'd like to resolve it.

I have tested with all extensions disabled and the issue is there with them disabled, so I believe there is a bug in the vision system.

Laerun
September 6th, 2025, 05:31
Darkvision limitations:
Darkvision allows a creature to see in normal darkness (such as ambient darkness or from the Darkness spell in some systems, but not Pathfinder 1e's Darkness spell), but it has no effect on supernaturally dark conditions.
Magical Darkness:
The Darkness spell creates "magical darkness," a condition that, by its nature, obstructs darkvision.

Delthos
September 6th, 2025, 13:35
Darkvision limitations:
Darkvision allows a creature to see in normal darkness (such as ambient darkness or from the Darkness spell in some systems, but not Pathfinder 1e's Darkness spell), but it has no effect on supernaturally dark conditions.
Magical Darkness:
The Darkness spell creates "magical darkness," a condition that, by its nature, obstructs darkvision.

No, that is incorrect. Unless you are telling me that's just the way the darkness light effect works in the FG PF1e ruleset. Otherwise that isn't how the darkness spell and darkvision interact in PF1e. The following are from the Darkness spell description and the darkvision ability themselves, source is Archives of Nethys. It's also the same in my printed PF1e rulebook and PDF copy. There is no "magical darkness" distinction in Pathfinder 1e. The spell Deeper Darkness does block Darkvision, but it is a higher level spell. Right now, the darkness light is essentially doing deeper darkness and it shouldn't be in my opinion. The normal darkness spell is essentially and inverted light, subtracting light from an area the the same way a light adds light to an area.


Darkness Spell Description
This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.

This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.



Darkvision

Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Moon Wizard
September 7th, 2025, 02:25
There is no differentiation for "different levels of darkness". There is a single darkness light type; and it blocks all vision.

Regards,
JPG

Delthos
September 7th, 2025, 03:45
So in effect, you are telling me I have to live with the darkness effect being the deeper darkness type and not the lesser darkness spell? I gotta say that is less than ideal. I would much rather have the lesser form working properly than the deeper darkness. I want my PCs with darkvision to be able to see in the area of the lower level darkness spell. It requires a lot more effort on my part, if I can do it at all, to simulate regular darkness for PCs with darkvision.

LordEntrails
September 7th, 2025, 04:42
All vision types work the same in all rulesets. If they were to make a change for PF1, it would affect vison in all rulesets unless they made additional types of vision. But, you can request they do that via the feature request list; https://www.fantasygrounds.com/featurerequests

Laerun
September 7th, 2025, 14:20
[QUOTE=Delthos;750547]No, that is incorrect. Unless you are telling me that's just the way the darkness light effect works in the FG PF1e ruleset. Otherwise that isn't how the darkness spell and darkvision interact in PF1e. The following are from the Darkness spell description and the darkvision ability themselves, source is Archives of Nethys. It's also the same in my printed PF1e rulebook and PDF copy. There is no "magical darkness" distinction in Pathfinder 1e. The spell Deeper Darkness does block Darkvision, but it is a higher level spell. Right now, the darkness light is essentially doing deeper darkness and it shouldn't be in my opinion. The normal darkness spell is essentially and inverted light, subtracting light from an area the the same way a light adds light to an area.


I also think physically, the LoS features are all addative and not subtractive. The initial release of the map tools sparked some confusion and such regarding how darkness actually works programmatically and game mechanics wise amongst different rule sets. It's likely not possible or such within the physics of the Unity platform.For example, there are cases of individuals who want a flash light, bullseye lantern, or a directed beam of light, which may be too difficult or impossible to program and maintain without rewriting the entire lighting system.