Some ideas to add a sense of exploration to the Atlas
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- Remove most of the pre-placed map nodes on the atlas.
- After you have rolled your map the way you want, you place it on the terrain type you are interested in running, within your 'visible' range. - Placing a map has several radius effects on the Atlas: 1. A small 'exclusion' radius within which other maps cannot be placed. 2. A medium 'visibility' range for which you can see 'points of interest' 3. A large 'terrain visibility' range within which you can see the terrain type (biome type) but not any of the points of interest that may lie within, letting you get a sense of where you may want to head towards next. Points of interest: 1. Towers are now rarer, but provide a very large visibility for points of interest. 2. Existing unlockable boss nodes like citadels and the like are all still pre-placed nodes, with any 'unlock' maps also pre-placed around them. 3. This also provides scope to add many other discoverable events etc across the atlas. Problems I think this addresses: - Atlas visual clarity: I think the atlas looks cluttered and a bit ugly with all the connector lines running across it, and all the nodes already placed. - Sense of exploration: You are choosing the path to take, rather than being told where you are allowed to go. A discovery on the way may change your path, and hopefully make it feel like more of a journey. Last bumped on Oct 16, 2025, 2:44:44 AM
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" +1 I like your ideas, something like this should be implemented, IMO the atlas is broken right now, it needs a lot of improvement, for me the endgame is the worst part of the game currently, I guess it is not easy to design a good endgame Last edited by Qaruk#6758 on Oct 16, 2025, 2:45:04 AM
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