Bright light vs Colored lights additive math reality vs game play-ability
The lighting system in FGU is flawed for a gaming environment. Using pure additive math for white lighting is going to have anyone with a bright white light, as simple as a lantern, wash out any other colored light in range. This includes things like faery fire and other effect generated colored lights. Those effects are not made so that they can only work in pitch darkness with no vision modifiers. I get the math - but its not game playable. If I have a colored light - even dim - then I still want the players to be able to "see it" even if its washed out somewhat. Visibility being key. No effect lighting (or placed lighting) of a different color than white should be wiped out by a white light (all the colors are in a bright white light). This may make sense in math terms but in game terms it basically breaks it.
In no case do I ever want white bright white lights to wipe out all other bright or dim colored lights. I get blending two colors gets another color. But white light is all colors and if you try to apply that math additive rule unmodified to another color (which is part of white) then you usually wipe it out.
I consider this a bug as FGU is a game not some math reality matrix. If I have a different color and it gets blended, great - I can tell there is some different color there. But if it literally wipes it out making it invisible? As the lighting system currently does with bright white lights? That's wrong. Game wrong - not math wrong. And this is a game.
The current mechanics basically makes all other colored lights near a bright white light (background, lantern, whatever) get overwhelmed and players can't see it.
You can test it simply enough - faery fire is a dim light (0/10) by spell definition of blue/green/violet your choice. Any white light intensity (dim or bright) will basically wipe it out. Even making faery fire a bright light will still be wiped out by any bright white light (barely visible in a dim light which is fine). Dim white light vs Dim any other color will make it virtually invisible. Bright white light vs Dim or bright any other color will make it virtually invisible.
Math additivity logic should always have a "limit" to keep the blend minimally human eye visible You should always be able to see something about a different light color on the map even if it is washed out or blended as long as it is visible.
Any other DMs/players think this is a bug or is it just me?