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The horizon moves back

You can see about twice as far, the game draws the ground with a fraction of the work, and three new maps are taking shape.

  • ChangedThe game now keeps a 5 × 5 square of map around you instead of 3 × 3, so the ground reaches about twice as far. Huge objects no longer pop up in front of you as you cross a map border. Muris's canyon wall used to appear in one piece just 61 m ahead. The fog has moved back to match.
  • ChangedThat much ground would have cost a lot to draw: the game sent each 10 m patch on its own, about 5,600 times a frame. Each map square is now drawn in a handful of batches, which saves most of the 7–9 ms that took every frame.
  • TipIf your PC struggles, set TERRAIN_RADIUS = 1 under [VIDEO] in rose-next.ini to get the old 3 × 3 window back.
  • FixedWalking on bridges and plank roads no longer hitches at the joints between planks. Clicking an upper floor no longer sends you to the floor under it.
  • NewThree maps are in the works, not open yet: Shadow Canyon, a walled valley with a waterfall, windmills and a plank road; the Mysterious Cavern below it, reached through a teleporter; and the Starlight Lounge, a round nightclub.
  • NewFor map makers: the map editor has camera speed settings (Page Up and Page Down), a smooth fullscreen camera for showing a map off, and 8× anti-aliasing. Generated maps can now opt into uncompressed lightmaps. They look cleaner but take four times the space, so compressed stays the default. The two test maps, Riverwatch and Ledgewood, did their job and have been taken out.

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