It is certainly capable of handling fog, but right now it's a performance issue. The trouble here is since the 'visual' effect of fog actually effects gameplay, people will be at a disadvantage if they choose to turn it off. Currently, there is no fog of war for buildings. That's a possibility. Night brings with it reduced visibility, which makes accurately targeting your enemies more difficult.
Nuclear war is bad.
We are having individual animations per character - each character has its own flaming death, disintigration death, riddled with bullets death, all lovingly animated and rendered . . . From tame falling over deaths all the way up to exploding into lumps of quivering grissle deaths. Along the way we have, riddled with bullets, melt deaths, electrocute deaths, burn to death etc. Implementing specific-area damage for every character, in every angle, with all the possible variations would take too long and consume too many resources. People don't like to hear this, but there is a limit to the number of animations we can include.