Exile
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Some new biomes
It's me again...
I was getting bored of the map and ended up making some new biomes:
https://github.com/DokimiCU/exile_experiments
This squeezes more variety out of existing content, plus adds a few things to make it work aesthetically. Makes easy places a bit easier, and adds very hostile barren lands for advanced players.
I would turn this into a proper pull request but have already spent more time on it than I intended (follow the instructions, it's an easy copy past job)
(I haven't been following forums etc as you might have guessed, and will now likely disappear again! I might occassionally drop some stuff into this experiments repo, but you wont likely be seeing much of me. Such is life! Good to see this project still going.)
Some interesting ideas, the grasslands definetely need more variants. Although a higher altitude forest with the sasaran trees would be interesting, all the forests are near sea level currently.
A balance issue: These biomes make Merki extremely rare. Herbal medicine is too hard to make. A new anti-parasitic herb is needed, and should be as common as Hakimi and Moss are. Glow paint now gets much easier due to Kagum pods and glow-worms.
Textures: If you need more textures that match my art style, use my old Aotearoa mod. That's where many of them came from.
Some notes: These biomes started out as a least effort attempt to squeeze more variety out of existing content. A full expansion of biomes would probably involve more than this. e.g. I added nothing to the seas here.
I find the transition between Tangkal and Sassaran forests a bit abrupt for my liking. Original biomes were vaguely tropical in inspiration. The new ones had a more a Chinese landscape painting inspiration. They clash a little. Something to soften the transitions might help e.g. shared species across biomes (like with Chalin)
Has the code reached the point where it can handle a significant expansion to biome content (plants, rocks etc)?
I keep thinking about doing a proper overhaul of the biomes, or at least getting these new ones into a better state. No plans, but if I do end up doing anything big on Exile it'll probably be in this area - provided the code is actually ready to handle it.
Okay, I've started a full overhaul of the biomes: https://github.com/DokimiCU/Exile/tree/biome-redo
Hopefully this will also help some other biome issues e.g. #104 red ochre for #43 maybe balance changes that help with #40 (maybe)
Think this issue can be closed. It has already been deployed and biome redo is pending for v4 release.