Skip to content

V1.35

Choose a tag to compare

@banipouz banipouz released this 08 Nov 09:12
· 56 commits to main since this release

Continent normalization
Well I must apologize to everyone, I didn't test the right method to change the continents. For short, I tried to reroll entirely the continents like I did with pangaea, but it was not possible this way. However a function that have been hiding from me in this messy code that allows to change a tile's continent.
So now thanks again to @shaggySpy69's help, an algo have been added to normalize the size of continents, starting from direct splits we can swap continents depending of their size. Due to the nature of the algo, it could only works on maps with enough land tiles to guarantee the split could be detected and reshaped, so unfortunately heavy water maps like primordial, tilted axis for example didn't work well with this solution.
You can expect some unusual splits shapes that could happen due to this terraform, it can be refined in future update if needed.

Fix : Pangaea Ultima tweaks
Sea level is now added as option.
Removed "Settleable Tile Targeting" postprocess that was initially added but did not provide enough value to the map generation.

Fix : Extra high yields now correctly displaced to further rings
In some specific cases when initial map generation gives you too many high yields resources, the algo implemented in 1.33 was not working correctly on resources that need a feature to spawn, so usually spices, truffles, bananas, etc were not displaced.
Tobacco was not correctly displaced and could lead to a grassland jungle in ring 3, this is also fixed.