It's easy enough to take on three Gremlin Thwackers when you see them coming. But what if the first thing you saw was a Gremlin swinging his hammer?
Some Clockwork Tunnels and even some other areas are getting a strange new condition called "Fog of War". This may be caused by actual fog, or simply by sheer darkness (from evil forces, or simply from the Gremlins turning off the lights). It limits the average Knight's vision to a four-square radius. Enemies not in any Knight's vision radius can be heard, but not seen. Similarly, traps are heard but not seen, and the contours of the level are unclear; once an area is passed over once, it's visible on the map.
Certain factors may affect Knights' vision; however, it can never go below 1 space range.
-TORCHES: Certain rooms will now have torches standing up in them. While they can be broken, it may be a bad idea to as these torches provide a vision radius of 8 spaces around them.
-HELD WEAPONS: The Avenger line and the Sun Shards line provide a shining light, increasing a Knight's vision range to 10 while held; the Fireburst Brandish line, the Fang of Vog, the Hot Edge line, and the Fiery Vaporizer line also provide light via fire, giving Knights a vision radius of 7. On the other hand, the Nightblade line, the Faust line and the Dark Retribution line will darken things nearby, reducing the range to 3- so be careful when you go to fight those Slimes and Gremlins.
-PROJECTILES: Shots from certain guns make good scouting tools. The Pepperbox line's spray illuminates a small area ahead of the cone it fired in. The Prismatech Alchemer line's shots light a space-thick line along their path; the Charge Shot provides a temporary 5-radius light zone around where it blows up! The Magma Driver and Storm Driver lines have half this effect. The Silversix and Argent Peacemaker provide a similar temporary torch with their shots; the Phoenix fired from the Peacemaker gives a bigger vision effect. Finally, the Pulsar line's shots will illuminate the areas they explode in. These temporary light effects last about a second, which is enough to see if there's enemies ahead. The Sentenza and Umbra Driver actually create temporary darkness, blotting out light in their path, but it's not as wide-ranged as the light effects.
-FIRE: Both Knights and monsters that are on fire provide an extra 5-space range of vision, making Oilers less of a threat. Oil that's lit on fire provides a 3-space torch.
-SHOCK: Every time something spasms, it provides an extra 2-space light radius. Not that that's any consolation to the poor guy that's getting fried...
-POISON: Biotechs' research has shown that the debilitating effects of the average Clockwork beastie's Poison also include temporary visual impairment. Poisoned Knights lose two spaces of vision.
-CURSE: Ohhhh crap. You get Cursed, your vision range is 1. Doesn't matter what else there is around, you will have a vision range of only ONE. You won't see any other light, not even your fellow Knights'. Hopefully that Remedy pill isn't cursed.
-MINERALS: These are good news. A mineral deposit will provide a 4-space range of vision, except for Luminite which lights 6 spaces, and Dark Matter which lights 2. Putting one on your back will increase your vision by an additional 1, regardless of mineral size or color.
-MECHA KNIGHT KITS: Loyal companions like these will happily light your way, providing a 6-space range of vision around them.
-ENEMIES: The mere presence of a Trojan is dreaded by all Knights. While one is around, they will lower your vision by 1; however, this effect does not stack, meaning 1000 Trojans still will only lower your vision by 1. Still, it'd suck to find one while poisoned.
Fog of War levels have the usual title of their status: Clockwork Tunnels, Blast Furnace, Cooling Chamber, Power Complex, or Wasteworks, and may appear in Status-themed stratums. They come in differing variations, but their symbol is a gear with a cloud cut out of it. Remember that Fog and Darkness have the same effects; they merely look different. Danger rooms may still appear; if you beat one in Fog of War, you're given a second treasure room for your efforts!
Smoggy Slimeway is a randomly-generated Slimeway with Fog. It appears in Slime stratums.
Hazy Habitat is a randomly-generated Wild Path with Fog. It appears in Beast stratums
Lights Out is a randomly-generated Gremlin Grounds with Darkness, except it also has Gremlin Thwackers, Gremlin Demos, and Gremlin Scorchers if in the Blast Furnace. It appears in Gremlin stratums.
Factory Smoke is a randomly-generated Mechanized Mile with Fog. It appears in Construct stratums.
Deathly Darkness is a randomly-generated Haunted Passage with Darkness. It appears in Undead stratums.
Shadowed Streets is a randomly-generated Infernal Passage with Darkness. It appears in Fiend stratums.
Compliments? Complaints? Scathing rebukes?
They have that. Its called the bottom of the screen.
All jokes aside, this isn't too bad of an idea... though I'd rather the enemies cease to make sounds outside of the knight's vision as many knights prefer to listen to music or otherwise blot out enemy noises... I can see reliance on sound to be a big turnoff for such levels, which may provide a challenge for the devs to balance.