MrGIasses Posted October 13, 2024 Share Posted October 13, 2024 In addition to the entire caves as a whole currently, the ruins and muddy biome are at times extremely terrible to navigate and find. (I know this was addressed by bridges, but that doesn't nearly fix it and definetly does not make ruins less terrible). First off, the generation can be misleading and often times has a lot of rocky turf paths that lead to literally nowhere. This is, I assume, not intended and makes the game actively less fun, therefore should be changed/removed. The ruins generation is really old. This results in there being extremely inconsistent/incorrect generation (not referring to buggy generation where AG spawns next to an enterance). I'm referring to the type of generation where the ruins branches are hundreds of tiles away from each other, and having really narrow, unpredictable and counterintuitive enterances from muddy biome. In addition to this, the village biome often isn't connected to a branch of the ruins. The village biome is mainly there (from what I know anyway), to connect the muddy to the ruins and be an extra layer of hazard. So, it'd be an obvious fix to just make it so that village always has to be connected to a ruins branch, as it serves no purpose if the ruins isn't past it. To fix muddy being misleading, make there be more indicators that the current muddy biome does in fact connect to village and thereby ruins. Something like the "path" leading to the labyrinth would be more than enough. Keep in mind that I do not write nor understand code, meaning I might be wrong on how generation code actually works and whether some of these are impossible/very difficult/more difficult than worth adding. Thank you for your time. Link to comment https://forums.kleientertainment.com/forums/topic/160199-ruins-and-muddy-biome-needs-some-work/ Share on other sites More sharing options...
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