View Full Version : Explored Area FOW density setting?
opeth2112
March 27th, 2022, 21:17
Is there a setting (even if manually in a config file) to change the density, or darkness of the traveled areas? I would prefer to give the players a better definition of where they have already explored, and while I'm fine with how the fog of war works currently, I would like to lighten it a bit so it's a bit more distinguishable from the non-explored areas. Attached is what they currently see, and the upper left area is the only section they still need to explore, but it's pretty tough to distinguish from the rest. Not super important on this particular map, but in future adventures, have a better picture of where you have been and what was there may help determine how to proceed or solve some plot point or discover a secret room, etc.
52193
Laerun
March 27th, 2022, 22:05
The FoW has been more optimized recently, but scaling this opaqueness of it has not been a function in FG, even in classic. It would be rather useful at times, but this could also be dependent on one's screen size, the brightness setting of their monitor, and if they have vision or color-blindness issues. There is also the old manual way of having someone in your group keep track of direction and navigation. Your perception of the FoW might differ from others or even your players. This is also depending on the maps being used too. I do agree that scaling the opacity might be nice. Here is the idea informer request link in case: https://fgapp.idea.informer.com/ I will vote on it if you do request formally.
Best of wishes & luck,
Laerun
opeth2112
March 28th, 2022, 00:10
Looks like it's already on the list, albeit way down the priority. Hopefully, it gets a bit more interest because it seems (to me at least) like it wouldn't be too invasive of a fix - adding an opacity slider to a layer.
https://fgapp.idea.informer.com/proj/?ia=137882
Sulimo
March 28th, 2022, 00:32
One of the reasons it's set the way it is, is because of the Lighting.
For instance most carried lights (Torch, Lantern, and Candle) have two levels of brightness. It's brighter near the light, but falls off a bit to a layer of Dim light, then to nothing. Most people don't notice it though as they are blended somewhat.
Here is a picture that better illustrates the effect.
https://i.imgur.com/sdicujl.png
That's a custom light with hard edges where it goes from Bright to Dim, then Dim to nothing, most of the built in lights do not behave that way, so it's harder to tell what is happening. You can see that the Dim portion of the light is just barely brighter than the FoW.
It's hard to balance. When they first implemented lighting a lot of people thought the FoW was too bright. A slider might be better, but I suspect it's not that easy to implement and still keep things making sense. If the FoW was too close to the Dim level, it would be difficult to distinguish between the two levels.
opeth2112
March 28th, 2022, 18:44
That makes sense somewhat, at least on the inside, but at the very least having a little more definition to the walls to at least show the basic structure of where you've been. Any adventure where you have to know more about the layout or are possibly looking for a hidden room could be a lot more complicated if you don't have any clear definition of the structure you've explored. Also, it completely kills the realism when you step outside of a structure and it is supposed to be daytime.
LordEntrails
March 28th, 2022, 18:58
Also be aware, how the various light levels appears; bright, dim, FoW, is also going to depend upon the individual monitor display settings (contrast, brightness, color spectrum). This means that each of your players may see things slightly differently than you as the GM does.
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