More cave terrains
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Make a suggestion for an alias that makes sense and adds to the gameplay in caves and it will surely be implemented.turin wrote::? I like the idea of more variety in cave terrains, and I like the mushroom forest graphics, but I don't quite see why they need a new terrain type when they could be aliases of others; movement of cave and defence of forest, perhaps, or movement of cave and defence of swamp...
"If gameplay requires it, they can be made to live on Venus." -- scott
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Also "illuminated" cave floor has been added. This terrain automatically is one level brighter than the surrounding terrain. This is possible thanks to a modification made by Boucman.
Notice that with a few non-cave specific terrains, caves can have quite a bit of variety and interest.
Notice that with a few non-cave specific terrains, caves can have quite a bit of variety and interest.
I'm not entirely happy with making a new basic terrain type, but making it an alias of swamp would be pretty un-intuitive. It would also be odd if the elves got their super defense in a mushroom forest- in the caves they hate so much.turin wrote: I like the idea of more variety in cave terrains, and I like the mushroom forest graphics, but I don't quite see why they need a new terrain type when they could be aliases of others; movement of cave and defence of forest, perhaps, or movement of cave and defence of swamp...
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Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
I'll keep thinking about the Mushroom Forest question...
Anyway, just wanted to say that all this work is really appreciated. I'm looking forward to finding time to revise my Sceptre of Fire maps to use these new terrains.
It would be even more appreciated if the cave map generator used all three of these terrains (cave hill, mushroom forest, normal cave, illuminated cave), instead of generating plain cavefloor.
Anyway, just wanted to say that all this work is really appreciated. I'm looking forward to finding time to revise my Sceptre of Fire maps to use these new terrains.
It would be even more appreciated if the cave map generator used all three of these terrains (cave hill, mushroom forest, normal cave, illuminated cave), instead of generating plain cavefloor.
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It's been commited. I wonder why people keep asking questions like this when they can just check the repository, or the commit mailing list: https://mail.gna.org/public/wesnoth-commits/romnajin wrote:So has support for new terrain types been added? Or is this going to be added as soon as it is?
I'm having trouble believing the illuminated cave terrain works as advertised. Am I supposed to set a [time_area] for it or what? Maybe I compiled before the terrain was made to illuminate?
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It has been commited, so it will be added with the next development release (1.1.x). It has not been added to the current 1.1
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It works as expected here.scott wrote:I'm having trouble believing the illuminated cave terrain works as advertised. Am I supposed to set a [time_area] for it or what? Maybe I compiled before the terrain was made to illuminate?
However there seem to be issues with it in underground scenarios where there is no "higher" illumination level.
"If gameplay requires it, they can be made to live on Venus." -- scott