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Draw walls for vision

GM onlyTrace walls and doors over the map, then check the result through Player View.

Draw, edit, and check the wall geometry that blocks computed sight.

2 minute read

Walls are invisible rules geometry. They tell the server where sight stops; the Walls and doors overlay lets the GM see and edit that geometry on the map.

#Draw a wall run

Choose Wall

Select Wall in the map tool rail. Click once at the start, then continue clicking to draw a chained run. Press Escape or change tools to finish it.

Follow the map

With snapping on, wall points choose the nearest grid vertex or edge midpoint. This lets a door sit in the middle of a cell edge without turning off snapping. Hold Alt to invert snapping for one placement.

Edit the geometry

Return to Select. Drag an endpoint or segment to move it. The selection controls and context menu can split a segment, delete one segment, or delete the whole run.

#Draw doors and secret doors

Right-click or hold the Wall tool to choose Door or Secret door. All three choices write wall geometry; the variant changes how the segment is identified and operated.

GM only
A tavern map with a cyan rectangular wall run and a thicker door segment on its left edge
FigThe overlay shows the wall run and the door segment to the GM.

Select a door to open or close it. An open door no longer blocks sight; a closed door does. In this release only the GM operates doors. Players cannot open a door from the canvas.

#Overlay versus vision

Turning off Overlays → Walls and doors hides the editing lines from your canvas. It does not remove the walls and does not change what the server considers visible. Use the overlay while editing, then turn it off when you want an uncluttered GM view.

Computed vision becomes active for players when the active scene contains at least one closed, sight-blocking wall. Until then, Aether does not fog the map just because a token has vision settings.

#Check Player View

Open View → Player View, choose a player, and move that player's token on both sides of the wall. Check the corner joins and every door state. Player View uses the same server projection as the real player seat: a token outside current sight is not included merely because its room was explored earlier.

The overlay is not the authority

A line looking correct in the GM overlay is only the first check. Player View proves what the server actually sends to that player.

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