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No details on exactly how interactive it will be though. It does not necessarily have be interactive at all, but rather simply be for attaining the shape of the terrain.
a bullet from the update page...dated though
-snip- Modding support will be more complicated, Unreal is a difficult engine to work with and has limitations in this respect. I don't know the engine well enough to say how exactly. The likely scenario is "more powerful but more difficult". The FCS will remain the same, but will control less stuff. Mod support will be a high priority for us though, so don't worry.
This is my biggest concern. Vanilla Kenshi is a good game. Modded Kenshi is spectacular.
A smidgin of Kenshi 2 content
Environmentalism
From Environment Artist Oliver Hatton: "At the moment we're putting together two adjoining biomes so we can get to see all the amazing buildings and characters in situ, doing their thing. This biome blending will also help us identify any problems that are bound to arise, things like town sizes, over-budget texture limits and so on.
**The voxel terrain can be fun to work on, with overhangs and caves being possible and re-editing areas much more hands-on than with elevation maps."**
And now towns and settlements are beginning to emerge on the map, we should begin to get a much clearer view of the world. It'll be like our own little working death valley where we can test out a lot of the pain and suffering to come."
So is this still the plan?
I'm personally not concerned about moddability. Many months back now they sat down with a bunch of modders and talked about their plans for K2 modding, as well as collected complaints and requests about the modding tools.
While the exact form modding will have for K2 is not certain, they are not neglecting it in the slightest.
Given it is the latest community update so far, odds are it is accurate. But again, voxel is just a type of system used for terrain generation. It does not require the user to be able to interact with it like is frequently found in voxel games.
Yep. I just watched a video on the voxel plug-in for UR4. and it appears to be as you say, a terrain generator. Which is great.
I was worried about true block voxel where the CPU keeps track of every bit of damage to every block in the whole world, like 7 days to die. The problem there being as you explore, the amount of blocks tracked gets really big. not so bad in minecraft because it looks like a turd, but games that try to look good and be true voxel suffer performance problems.
Thanks Shidan-
I did not know the unreal was hard to mod, I figured if you knew c++ you were bank on UE4.
If they just made the game good we wouldnt need mods. now it is an RPG so maybe mods are essential, and I get it people like customizing to their liking, but It also makes the game much harder to talk about because almost no one has the same experience
I still lean towards mods, but part of me would just like a solid un modded game we can all actually share some experience with