Closed ghost closed 6 years ago
@wellme Great work on this so far with #148 . I found a bug which I'm going to open as a separate issue since it was merged. As for related requests / concerns, I'll just continue the conversation here.
[x] You forgot the exclamation mark indicator that alerts the player that they bumped into an enemy unit. This led my testing partner into thinking they misclicked or that a bug occurred instead of a legit game mechanic forcing their unit to wait.
[x] You know how the fog in the later FE games can be either hazy / washed out OR darker / dimmer (such the night maps in Radiant Dawn)? My test partner / gf sometimes has a difficult time seeing the actual fog, so I was thinking about having a day / night setting that just tweaks how the fog tints / filters the tiles.
[x] PoR and later reduce the Thief's visual range to 5, but I also like the current range too. Can make this a server setting as well if it's not too much trouble?
Edit: @rayrobdod tagging you in case you want to assist with any of these.
Changing the fog from transparent white to transparent black results in the following; is this fog visible enough?
Yes, that's perfect. Idk if people care about how their fog looks but I'd like to see a client setting where they can choose between transparent white and transparent black if that's not too much of a hassle.
Issue type:
feature request
Description:
For the uninitiated, (and for the sake of thorough documentation) the Fog of War mechanic in Fire Emblem causes a fog to obscure the map from the player's vision. All units have a set field of vision (this is often anywhere between 6 to 8 spaces for thief unit tiers such as Assassins who serve as the party's scout, and 3 spaces for everyone else). These modifiers, needless to say, will lend a lot to tournaments as it prevents you from seeing what units and weapons your opponent has chosen (Draft Mode would need to somehow implement double blind picks when Fog of War is active)
In traditional Fog of War, the map is still visible (although dimmer or hazy for tiles outside each unit's vision), but enemy units are obscured if they're outside the player units' visual range. Ranged weapons also cannot target an enemy unit outside the player's collective field of vision (i.e. the enemy unit must be visible in order to attack it). If you bump into an enemy unit while moving through the fog, that unit who bumped into the enemy is immediately forced to Wait. As such, when selecting where to move, the movement path will allow spaces occupied by enemies to be considered as free / valid in order to not reveal their positions.
See also traditional Fog of War, EXCEPT that spaces outside each unit's visual range are completely blacked out. This adds a trial-and-error aspect to the battle. In addition to a unit being automatically forced to wait if they bump into an enemy unit while moving through the fog, I'd also suggest adding that If you bump into an obstacle (such as a wall) that the unit is forced to wait as well. As such, when selecting where to move, the movement path will allow spaces blacked out by the fog to be treated as free / valid for the purpose of not revealing their locations. In theory, this should be the easier of the two modifiers to add since we don't need any additional tilesets due to the tiles outside of visual range being blacked out.
In addition, FoW would greatly benefit from the following features:
[x] We need an exclamation mark indicator that alerts the player that they bumped into an enemy unit. With it missing, my testing partner was misled into thinking they misclicked or that a bug occurred instead of a legit game mechanic forcing their unit to wait. @eliatlarge Can I leave this to you since this would involve adding the needed graphics and such?
[x] Add a Day / Night setting to make the fog easier to see.
[x] PoR and later reduce the Thief's visual range to 5, FE 1 remakes reduce the Thief's visual range to +1 over that of the other units, meanwhile FE5 gives no sight bonus at all to thieves. I also like the current range too, but only for larger maps. Can you make this a server setting as well please?
[x] Settings to control what spectators can see during FoW matches (i.e. Red Only, Blue Only, Mutual Fields of Vision Only, Everything, Nothing)
[x] Add server setting to preventing "poking" / "brute forcing" the fog (constantly moving and canceling to scout / cheat). If the restriction is enabled, the user must commit to the location selected if they moved through fog.
References:
Examples:
Traditional:
Thracia 776 (FE5):