This is probably the biggest downside to larger levels and exploration in general in GM mode. Fog of war is a must-have feature for running exciting, immersive campaigns because without fog of war players can see every encounter before they arrive at it. Right now the only way to work around this is to port players between areas but that is also limiting.
For hiding encounters or monsters ahead of party you can use "Deactivate Encounter" option from Encounter panel -> right click on encounter header in Encounter panel. Or hide them one by one with right click menu on particular npc and choosing "Deactivate" This should solve issue with players sneak picking encounters in front of them
Hi Seter thank you for responding. I use the deactivate tool frequently. The problem is it doesnt help with revealing the map itself. For instance what if I wanted a multi-region level where one part is a regular basement but the next part is a secret tunnel leading to an underground base? In the current system there is no way to hide the tunnel and base!
I know we can "get creative" with how we port players between maps but there are times where I really would rather not have to go into a loading screen every time I want to "surprise" the party.