Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In ASKA a biome is a collection of materials, vegetation, resources and enemies and they form a larger ecosystem. For instance we don't have a "winter" biome because weather and seasons change the way a biome looks and what resources are available. Each biome in ASKA is actually dynamic, flowers appear and disappear according to the time of year, foliage changes color and resources change as well.
For instance if it rains mushroom start appearing. A birch biome will give onion and garlic during warmer seasons and beetroot during colder seasons.
Enemy areas have their own biomes as well, which aren't as dynamic. We went for a natural look and in reality "biomes" are actually way more granular than the classical RPG approach, there's a lot of blending of plant and animal life going on.
We'll keep exploring larger ecosystems, like colder or warmer islands that have completely different plant life and animals. That's the philosophy at least. We're not too keen on the "laval level", "poison swamp" approach, we'd like to try our hands at making a believable world.
would it be possible to make certain monster biomes 'removable'? one one map i had a great spot, except when i built the village i didn't notice the inactive wolf den just past the fir forest i was using for wood. and then once some of the trees were cleared i found it, but by then it was too late to really move anything, and it was in the way of planned building. i know wolves are a source of pelts, meat, and all, but when the den is inactive, it's just a big rock taking up a ton of good space. maybe some kind of large build project that would end with the wolf den being broken down by stonecutters over the span of several days or seasons? or for graveyards/draugr fields, maybe a way to turn them permanently inactive if they're right next to village areas? perhaps constructing a series of 'warding stones' around them (again, another big project that would take a long time or lots of mats, since you'd be choosing to remove a local resource for safety)