Hello all,
I'm still running v1.3b70. There are a few things which are annoying us which we're wondering if they are fixed or improved in the latest version. Could anyone let us know? These are:
1. Vision isn't refreshed until you let go of the token.
We don't want it to refresh each square your token passes into when you haven't confirmed your route as this doesn't make sense, but when you press SPACE bar for a way point it would be good if the vision redrew then. This would allow you to move forward a few squares, see what your character sees with auto reveal and then move back again (for example). You can do this by letting go of the token but then you lose the very handy count which tells you how many squares you've moved.
2. D&D 4E vision isn't supported.
Is this an option in later versions? Or in a patch?
3. Difficult terrain.
Is it possible in later versions to make squares as difficult terrain so that when you move over it, it automatically increases the number of movement squares properly?
Thanks for any responses!
Blakey
Vision and Movement in the Latest Version?
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Vision and Movement in the Latest Version?
The guy in the green hat.
Re: Vision and Movement in the Latest Version?
Check the ChangeLog linked to from the main page of the wiki.
1. Nope.
2. Don't know (I don't know what "4e vision" is).
3. There is a way to do this using the onTokenMove event (search for it).
1. Nope.
2. Don't know (I don't know what "4e vision" is).
3. There is a way to do this using the onTokenMove event (search for it).
Re: Vision and Movement in the Latest Version?
Blakey wrote:2. D&D 4E vision isn't supported.
Is this an option in later versions? Or in a patch?
Not available. Jfrazierjr was working on something, but it had (IIRC) a pesky null pointer exception issue. (Azhrei - "D&D 4" vision is vision originating from the corners of the token's square).
Re: Vision and Movement in the Latest Version?
Okay, thanks for the replies chaps.
The guy in the green hat.