Obscuring the map in darkness and finally being able to implement the edge of map systems we've been waiting on means that we can finally review the maps as they will finally look like in-game. Finally, we also have some pretty drastic ripple effects going on to the art side of the studio.
We'd also have to update the AI to behave within the parameters of any new rulesets we decide for the new fog of war system. The overall weapon balancing needs to be reconsidered slightly as the different builds find their inherent advantages and disadvantages in the context of an obscured battle map. There's still a few more things to work out internally that may change that loop depending on the rulesets that we implement, but in its basic form the fog of war system already adds a lot to Forged of Blood.
Our fog of war system is pretty basic (as described by Pandu) and works by overlaying a textured grid over our base game grid to obscure the map with a fog of war. That said, we also still had a few mechanics (spells and the like) that were contingent on the nailing down whether or not we would be implementing a fog of war system, so we finally took the time to test it out.Īfter some tinkering, Pandu flipped off the lights and we had fog of war to mess with. In that iteration, Forged of Blood was already a challenging game for most (less than a third of our public playtesters win, and a flawless victories were counted on one hand per event) and we realized just what a curve ball a fog of war system would do to the tactical layer.
Positioning and turn efficiency carried the day and giving the player a full overview of the map and tactical situation made the battles feel more like a tactical puzzle. Internally, and in the builds we've showcased at past public events, the tactical order of operations had been very predictable with players positioning their units like pieces on a chess board leading to the eventual engagement flashpoint.
Night at the museum 2 full movie in hindi 300mb. Credits for the name goes to BoogieLove and Nedellis for idea to change it in the first place If you upgrading from previous 'Silent Hills' version: delete old.ESP and add this one - Fog of War.esp.
From now on mod name will be 'Fog of War'. The term seeks to capture the uncertainty regarding one's own capability, adversary capability, and adversary intent during an engagement, operation, or campaign. The fog of war (German: Nebel des Krieges) refers to the uncertainty in situational awareness experienced by participants in military operations. The system in its current iteration still needs some work, but from the sound of it, it's shaping up nicely. The latest post on the Forged of Blood developer blog talks about Fog of War and how its implementation affects the upcoming RPG, transforming it from a chess-like puzzle of sorts into a tense tactical experience.