Perhaps it’s well-known that you can reveal the shape of hidden areas inside the mountain simply by drawing a rectangle with the digging tool, thereby making threat assessment easier.
But doesn’t it defeat the purpose of having a fog of war? For instance, this lets me spot the vault entrance on turn 0, without even unpausing the game. Other easily discernible landmarks include the bandits’ lair, the dwarves/dark elves, and the tiny pockets with friendly minions or rats inside. It’s counter-intuitive for a new player, but after you get a hang of the game it kind of spoils the thrill of digging into unrevealed areas.
Then again, ore is another way of identifying certain threats, so I guess it’s intentional. But I’d like some dev thoughts on why this approach was chosen instead of the more traditional one, if anything to hear some interesting musings from a game design perspective.
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This topic was modified 4 years, 5 months ago by G3Kappa.