I've made cave entrances a little better looking than the giant sinkhole things with stairs, but I'll still need actual cliffs before I can make neat entrances. Right now I'm using fake cliff bulge things.
Oh thank god, those square pits and stairs were unspeakably awful. Maybe I'll actually complete some Adventure Mode quests now instead of just rampaging through towns.
Specific contaminant syndromes have more information about their wounds (such as a poison on a blade) so it can control local effects more sensibly, but I don't think contaminants themselves know about that.
Yeah, I guess the syndromes would need that info in case the blade crossed a body part boundary. Or are the local effects done on the tissue level? I don't think we've seen raws for localized poisons yet -- the syndromes in the
creature spoiler all looked systemic.
Also, woot for new dwarf raws. I liked the pus and enlarged liver. But damn, it's going to take modders a while to grasp how much power we have now. There is an
insane amount going on there.
Does this mean that there will be within a single world different conventions of appearance specific not only to races, but to civilizations or regions? For example, humans from a kingdom in the north side of the world might all have brilliant green eyes, while those from another kingdom on the other side of the world might be identified by their crooked noses and black hair.
This isn't an answer so much as an elaboration on the question, but there'll be two different aspects of appearance -- appearance modifiers, which are genetic, and tissue styles, which are
tracked at the civilization level. Appearance modifiers might get localized depending on how worldgen genetics are tracked (in particular, whether it allows genetic drift), and it's not clear whether tissue styles will vary between, say, two dwarven civilizations (the dev log does make it sound like they were "lifted into an entity instance," but that doesn't necessarily imply variance).