![]() ![]() Lots of subtle less noticeable improvements to the way objects spawn in relation to each other.Objects that usually exist in a specific layout (for example, church benches) will now always spawn that way.Same for objects that should spawn logically on the opposite side of the door, such as thrones. Objects that should spawn logically in the center of the room will now do so.Structured rooms such as chapels and throne rooms now generate in a much more appropriate way, resulting in far more structured, sensible room placements.Columns now only spawn for larger rooms and always spawn in a logical way relative to the room layout.See-through walls such as dungeon cell walls now only spawn where they logically would, even when you place a dungeon cell inside of or next to an existing room. Once the workshop is ON, Dungeon Alchemist could become INFINITE a year ago. The outside wall of a building remains the same, even when the interior one changes. Walls of adjacent rooms try to match each other.The type of window is also matched to the wall it spawns in for a more consistent look. Windows are much less random and more symmetric. Dungeon Alchemist is AI-powered fantasy mapmaking software that enables you to make awesome-looking maps, really fastDungeon Alchemist on Steam: https://sto.We also added logic to discern "front doors" and doors between interior rooms. They are centered when it makes sense, and doors will be larger for larger rooms. We rewrote almost every aspect of the AI-system, but these are some things you will immediately notice when generating a new room: The AI is not perfect yet, but we do think it's improved greatly. So we spent a lot of time looking at its shortcomings and trying to remedy them. We've been aware for a while that the AI was lacking in certain parts and could be greatly improved. Added functionality to disable all nature animations from the View Menu.Added functionality to easily hide the grid from the View Menu.Some older objects such as the modular bridge parts will do this as well! Some objects such as the new rails and pipes will now snap to each other, making it very easy to construct connected rail paths or sewers.You no longer have to painstakingly match the terrain height on either side of the bridge, as we'll do it automatically for you. Bridges, huts and other large objects will now level the terrain and remove objects below them, making them much easier to place. ![]() You can then paste these properties in a wide area, which will result in all objects getting the same settings. You can copy & paste the configured properties of an object (for example, light color or open/closed door) by selecting it and clicking Edit > Copy Object Properties or hitting Ctrl+C.Also, as an aside, I place a hallway room around my stairwells so that I may place wooden or stone banister railing around the stairs. Ultimate freedom of movement is finally at your fingertips! This will be a big challenge to the D-A team to create the logic that recognizes a spiral staircase may go up or down in the same footprint. You can now override the vertical position of any object by turning collisions off in the object menu and then using the vertical arrow to place the object on any height.As usual, we added several quality-of-life improvements, some eagerly awaited by a lot of our users:
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |