anchor.diff:    fInitialRevealAll := False;
     fInitialRevealers := TKMPointTagList.Create;
     SetMapSize(X,Y);
  +
  +  fDynamicFOW := (gGameApp <> nil) and gGameApp.DynamicFOWEnabled;
   end;
   
   
  
positive.code:   gPerfLogs.SectionEnter(psGameFOW, gGameApp.Game.GameTick);
    try
      AroundRadius := Radius + RENDER_RADIUS_ADD;
      if not fCoverHasBeenCalled and not gGameApp.DynamicFOWEnabled then
      begin
        if fRevealedRadius[Pos.Y, Pos.X] < Radius then
        begin
  
negative.code: //0 unrevealed, 255 revealed completely
  //but false in cases where it will effect the gameplay (e.g. unit hit test)
  function TKMFogOfWar.CheckVerticeRev(aRevArray: PKMByte2Array; const X,Y: Word): Byte;
  var
    F: Byte;
  begin
    //I like how "alive" the fog looks with some tweaks
    //pulsating around units and slowly thickening when they leave :)
    F := aRevArray^[Y,X];
    if fDynamicFOW then
      if (F >= FOG_OF_WAR_ACT) then
        Result := 255
      else
        Result := (F shl 8) div FOG_OF_WAR_ACT
    else
      if (F >= FOG_OF_WAR_MIN) then
        Result := 255
      else
        Result := 0;
  