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[FEATURE] Making 'global shared vision' turn on when party are close together, and turn off if they split up too much #30

@StudioNirin

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@StudioNirin

The idea being - if the party are playing as a group (say, within talking distance) then their vision should be shared, as they are passing information around and they can all hear when a creature pops up nearby even if they can't see it etc. Means that noone misses any of the action if they're near each other.

But then if they split up too much, they loose that benefit, and return to standard 'unshared' vision.

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