What changed
0 fixes2 additions2 changes0 removals
- Maps
- Compatibility
- Gameplay
changedThis release expands the multi-map foundation with early procedural generation systems, introducing dynamic site placement, smarter entity movement, and essential map-building fixes.
addedโ ๏ธ IMPORTANT NOTICE - WARNING: This is a very unfinished build with many bugs. Expect glitches! - Delete the 'Roaming/OpenSplit' folder before starting a new version for compatibility.
added๐ PROCEDURAL & WORLD GENERATION - NEW: Added randomized site placement logic - NEW: Established procedural site generation foundation - NEW: Added basic procedural spawn and entity movement systems - Added tile coordinate numbers when hovering over the map - Removed the unnecessary player no-spawn zone
changed๐ง REFINEMENTS & FIXES - FIX: Changed the trees back to normal size
3876 AD: Corruption changes
changedThis release expands the multi-map foundation with early procedural generation systems, introducing dynamic site placement, smarter entity movement, and essential map-building fixes.
addedโ ๏ธ IMPORTANT NOTICE - WARNING: This is a very unfinished build with many bugs. Expect glitches! - Delete the 'Roaming/OpenSplit' folder before starting a new version for compatibility.
added๐ PROCEDURAL & WORLD GENERATION - NEW: Added randomized site placement logic - NEW: Established procedural site generation foundation - NEW: Added basic procedural spawn and entity movement systems - Added tile coordinate numbers when hovering over the map - Removed the unnecessary player no-spawn zone
changed๐ง REFINEMENTS & FIXES - FIX: Changed the trees back to normal size
๐ UPDATE v0.9.5 (Checkpoint 2)
This release expands the multi-map foundation with early procedural generation systems, introducing dynamic site placement, smarter entity movement, and essential map-building fixes.
โ ๏ธ IMPORTANT NOTICE - WARNING: This is a very unfinished build with many bugs. Expect glitches! - Delete the 'Roaming/OpenSplit' folder before starting a new version for compatibility.
๐ PROCEDURAL & WORLD GENERATION - NEW: Added randomized site placement logic - NEW: Established procedural site generation foundation - NEW: Added basic procedural spawn and entity movement systems - Added tile coordinate numbers when hovering over the map - Removed the unnecessary player no-spawn zone
๐ง REFINEMENTS & FIXES - FIX: Changed the trees back to normal size
๐ญ DEVELOPMENT PREVIEW Time to crack open the hood on procedural generation! This checkpoint is raw, highly experimental, and definitely rough around the edges, but it lays the groundwork for infinitely varied exploration.
Thank you!