Another Pretty Big Update
2 new often requested features are now available: Token Health and Line of Sight!
The first one is easy: there is a field on the token menu (right-click on token) to adjust the health of any token (can be player or NPC). It will show up under the panel on the initiative tracker on the DM screen and can be quickly edited there as well.
I may want to add AC as well, but for now I think this is an improvement.
But the much bigger news is that we now have line of sight! So this is a bit complicated, but when line fo sight is toggled on in the lighting menu, only parts of the map that can be connected in a straight line to a player token without hitting a wall/door will be visible. EVERYTHING ELSE WILL BE HIDDEN.
This should clear up the mismatch between some users expectations and how the program works. For example, if an NPC is behind a wall and no players are on the same side of that wall, that NPC will not be visible.
It's a bit complicated, so I also wrote a detailed guide on the lighting system in general, which includes the new line of sight stuff. You can find it HERE
I was able to accomplish this without any noticeable performance penalty! Quite proud of that. I could have easily brute forced it months ago using the engine's built-in lighting but it would have slowed things to a crawl on low-end hardware.
Little touches like this are why I truly believe you will not find a VTT that can do what this thing does so easily and without causing how fans to run at max all the time.
The first one is easy: there is a field on the token menu (right-click on token) to adjust the health of any token (can be player or NPC). It will show up under the panel on the initiative tracker on the DM screen and can be quickly edited there as well.
I may want to add AC as well, but for now I think this is an improvement.
But the much bigger news is that we now have line of sight! So this is a bit complicated, but when line fo sight is toggled on in the lighting menu, only parts of the map that can be connected in a straight line to a player token without hitting a wall/door will be visible. EVERYTHING ELSE WILL BE HIDDEN.
This should clear up the mismatch between some users expectations and how the program works. For example, if an NPC is behind a wall and no players are on the same side of that wall, that NPC will not be visible.
It's a bit complicated, so I also wrote a detailed guide on the lighting system in general, which includes the new line of sight stuff. You can find it HERE
I was able to accomplish this without any noticeable performance penalty! Quite proud of that. I could have easily brute forced it months ago using the engine's built-in lighting but it would have slowed things to a crawl on low-end hardware.
Little touches like this are why I truly believe you will not find a VTT that can do what this thing does so easily and without causing how fans to run at max all the time.