@@ -61,8 +61,7 @@ After selecting a new game you have to generate the world, just before choosing
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NB: trees cannot be seen here, but they are generated (as individual obstacles) with varying probability
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depending on terrain type.
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- The rivers and lakes are upcoming in release ` 0.3.0 ` . The terrain types are currently fixed. Ordered by
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- height, they are:
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+ The terrain types are currently fixed. Ordered by height, they are:
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* Deep water
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* Shallow water
@@ -74,9 +73,15 @@ height, they are:
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* Mountain
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* High Mountain
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+ Rivers and lakes are present, and they simply have Shallow or Deep water type. As of ` 0.2.6 ` , rivers
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+ don't have a "coast".
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+
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Some terrains are harder to move through: more stamina will be consumed, and a higher delay is to be expected.
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- All this should be completely configurable by the user by release ` 0.4.0 ` , hopefully.
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+ Some creatures prefer some terrains, but the differences are not huge.
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+
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+ All this should be completely configurable by the user by release ` 0.4.0 ` - so that one could mod
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+ different terrain types, map generation parameters, biome details and so on.
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## Features
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@@ -89,7 +94,7 @@ Pathfinding is both precise and efficient thanks to an AStar implementation that
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to plan a course to a target position.
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What this means for the end user is that the game doesn't cheat. It doesn't magically make creatures see you
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- if they shouldn't. The other creatures can only do what * you* can also do.
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+ if they shouldn't (eg, if you are hidden by a boulder). Other creatures can only do what * you* can also do.
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### Simple Ecology
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