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The procgen could be turned on for the world map, but the problem is that then you could end up as lvl 1 character starting in middle of jungle or even deathlands making the game virtually impossible.
Also only the few quest loactions and dungeons are fixed maps, everything else from ruins to monster lairs to workshops and to underground areas are procgen. For instance the starting village can be right on top of underground cyberenetics lab or a mushroom forest.
Procgen urban ruins and the sultan sites are where the wonders of the world are at. The hand made quest dungeons are like boss fights in the form of ancient underground complexes filled with horrors of the lost age of high technology.
They are always the same to give you the chance to learn from your past mistakes and prepare in advance.
But yes the start of the game is always the same and it gets boring quickly, hopefuly they do something about it eventually.
It's just an artistic preference... many RPGs are like that, including some roguelikes like ADOM.
Devs just posted some screen shots of it last year among the reason why it's not used.
From what I understand, they are planning on making multiple starts something that one can find from questing. For example getting to the market place (brain farting on the name of it right now) will allow you to start from there as a level 5 dromad or some such (I'm mangling the details here but you get the jist).
For what it's worth I think this is the way procgen should be done. Totally procgen games tend to end up bland and soulless imo. A procgen/custom design mix keeps things interesting while changing it up per playthough as well.