Fog of war: unexplored darkness until the dungeon's ground, creatures or towers come close
- explored tiles stay known (saved compactly as bits), enemies are only drawn while in sight; sight runs along open ground, walls block it - unexplored tiles are black blocks; units, towers, torches, furniture, portals, gate and rival cores in the dark are hidden; minimap and tile info too - the nearest portal is known from the start; the seer's eye opens a wide area for 20 seconds without remembering it Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -505,6 +505,7 @@ pub fn start_mission(i: usize, carry: Option<&Carry>) -> Game {
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}
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g.place_dwarf_caves(d.seed);
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g.init_research(Some(i));
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g.init_fog();
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let heart = d.gate || d.forts.iter().any(|f| f.heart);
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if !heart {
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g.gate_hp = 0.0;
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