A unit that stays undetected in clear sight, independent of terrain, until an enemy comes
within a fixed radius - the primitive under every "hidden unless someone's right next to
you" mechanic. FieldOfView is the other half of visibility (can an observer's line of
sight even reach this cell); this is a separate, distance-only check layered on top of it,
not a change to how FieldOfView itself works.
A unit that stays undetected in clear sight, independent of terrain, until an enemy comes within a fixed radius - the primitive under every "hidden unless someone's right next to you" mechanic.
FieldOfViewis the other half of visibility (can an observer's line of sight even reach this cell); this is a separate, distance-only check layered on top of it, not a change to howFieldOfViewitself works.