

If you are still using Legacy, this three-month window gives you ample chance to convert your games and adopt UDL while we polish the new system. This used to be a static starting point, and caused a big problem that required editing the token images if you wanted it to line up. UDL lets you set the range to be centered at any point around a token.Token can have directional vision and directional light or both – great for creepy games like Call of Cthulhu.Tint Colors allow users to better customize their games.Differentiate between “seen with light” vs “seen with Night Vision” using Effects.Built-in Night Vision for UDL, which was previously only available as a workaround in the legacy system, requiring more than one token for one character.No more confusion around if a Token can see this light.This makes setting up games much easier, and improves performance for GMs. Light and Vision are different things.Explorer Mode reveals in a radius - not the grid squares like Advanced Fog of War required, which players reported were a source of confusion and frustration.No more “ Light Crumbs,” which Advanced Fog of War required. “All Lights” reveals areas for Explorer mode.

In Advanced Fog of War, you could have Light set up and see another token’s light, but the area revealed by the other token would not be revealed in Advanced Fog of War.

Dim Light is now adjustable for each Token.Dim Light and Bright Light are set independently from each other, eliminating LDL’s tedious “Dim Light Starts At” calculations.We’ve reduced the total number of settings to make it more clear which areas reveal Advanced Fog of War.Advanced Fog of War’s “replacement,” Explorer Mode, uses far less resources and allows us to easily ship content with that feature built-in.The effects of Advanced Fog of War were very taxing on computing resources, so much so that we didn’t ship content with Advanced Fog of War included.Updated Dynamic Lighting and Explorer Mode work together.This was only possible in the previous system by turning one feature off, then adding shapes, then turning light back on.Permanent Darkness and the polygon reveal/hide tools are integrated directly into the system.The user interface is more clear, more organized, and more intuitive.If you’re using LDL but haven’t switched to UDL, there are some differences, for example: We’d also like to mention to our Marketplace Creators that you don’t need to make changes on your end at this time please see the section below titled “Additional Information for Marketplace Creators” for more details. If you encounter any issues, you can use our conversion tool to convert your LDL product to UDL. If you’ve purchased Marketplace assets, right now they are likely set up in LDL. We’d like to make clear that this deprecation applies to Advanced Fog of War and Legacy Dynamic Lighting, not Standard Fog of War. Any existing maps using LDL will still retain their lighting lines, and will be able to be converted for use with UDL. This means that on May 18th, you will no longer be able to create a new map using LDL. We’re here today to let you know that May 18 is the official sunset date for Legacy Dynamic Lighting (LDL). In our 1.0 announcement, we committed to giving you advance notice for when the legacy system was going to be deprecated. UDL 1.0 is the starting point that will bring you more options for using lighting in your games, regardless of system. From letting you control the exact dimness of dim light (now live), to the ability to add effects and colors for Night Vision, Updated Dynamic Lighting 1.0 provides a foundation for us to tackle our most-requested lighting improvements from the Suggestions & Ideas Forum.

When we released Updated Dynamic Lighting 1.0 at the beginning of the year, we talked about what moving to this new system allows us to do. More information about the changes can be found here. Since the original post date of this announcement, we are adjusting our Legacy Dynamic Lighting Sunset Plans.
