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Solved with the next version!
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Dwelvers version 0.9 released, this bug is solved but need confirmation.
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I made it so that the creatures can look over walls even if they are to high to walk up on, but only if the creatures stand far enough away. So if we have a 2 block high wall, then the creature need to stand 1 tile away from that wall to see over it. If we have a 3 block high wall then the creature need to stand 2 tiles away from it and so on.
Solved with the next version!
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Dwelvers alpha 0.9b released, this one is solved but need confirmation!
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What I've been seeing in this patch is that you'll still see the shadow on the wall until the tile drops down twice, then the shadow goes away.
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So what is the satus of this issue then?
Spec: Win 10, ATI 7800 HD, res: 1280x1024x75. I support The Venus Project & Resource-Based Economy
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For me it's not solved or solved, but here we have additional "bug", so Rasmus how about this?
Spec: Win 10, ATI 7800 HD, res: 1280x1024x75. I support The Venus Project & Resource-Based Economy
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The issue in this screenshot Mello is that the fog is on the wall over the location where the imp is digging. The imp should see the wall and the fog of war should be removed. If this is the case then I think it is the same bug. Am I right?
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Yeah, I would expect the fog to be removed once the digging exposes the wall behind it. I've noticed in 0.9d this is still the case where a wall that is exposed though mining retains it's fog for usually around 2 tiles before clearing, but sometimes even more than 2 tiles retain fog. Clearing the adjacent tiles will always remove the fog, but sometimes after 3 or more tiles are exposed the fog clears as well.