Heyo! So with the latest implementation of light sources, I think it would be a great idea to include a secondary radius for dim light and keep the current one for bright light. A torch in D&D for example sheds bright light for 20 feet and dim light for an additional 20 feet. Essentially anything after 40 feet is black but the dim light would be somewhat transparent. I haven’t yet played with the intensity slider but I assume it just controls the opacity of the colour it produces but I may be mistaken.
It woukd be nice for a dim light radius to slightly improve the vision of a character. This brings me to my other suggestion and it’s in a similar vein to having a secondary slider regarding vision, specifically darkvision, as well as how it interacts with dim and bright light.
As it stands, darkvision isn’t considered when it comes to characters vision. It would be very nice to implement darkvision mechanics to allow dim light to be seen as bright light and pitch black to be seen as dim light. There would also need to be an option for magical darkness in this scenario as that would entirely block vision like the FOW does now.