Wilder maps: rivers of water and lava across free maps (neutral bridges), natural caverns until about a quarter of every map is open
- caverns in free play and the campaign (mission pieces, fortresses, islands, sealed caves and dwarf caves stay untouched) - caverns sometimes hold a pool of water or lava, veins in their walls, rarely a small treasure or a creature in chains to free - rivers keep away from the start; test: open share, liquids and a hero path to the core - standalone file in play/ rebuilt Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -85,6 +85,7 @@ impl Game {
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g.msg("msg.welcome1", vec![]);
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g.msg("msg.welcome2", vec![]);
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g.msg(if rivals == 0 { "msg.welcome_humans" } else if humans { "msg.welcome_both" } else { "msg.welcome_rivals" }, vec![rivals.to_string()]);
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g.add_wilds(seed, true);
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g.init_research(None);
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g.init_fog();
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g.place_dwarf_caves(seed);
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