The latest development update for Shogun Exodus upgrades the project engine to Godot 4.6.3 and establishes the procedural hex world map foundation. Visual assets have been integrated for all rocky hex variations, ocean tiles, and fog of war, alongside 18 fully authored land biomes. A new parchment-styled game setup screen introduces seeded map generation, procedural generation preferences, and biome-specific weather tendencies, configuring the Flatlands as the active starting biome leading into character customization.
Behind the scenes, map generation operates on a persistent, dual-axis wrapping 100×100 hex grid validated for continuous landmasses, climate exclusions, and seed determinism. World state persistence has been expanded to record terrain, discovery layers, and generation parameters while preserving legacy save compatibility. Additional testing and modding infrastructure includes an isolated developer map preview scene, modular climate weighting through WeatherBiomeWeights, and automated validation scripts for generation integrity.
Raw Patch Notes
UPDATE 2026-09-17 #201 - World Map and Engine Updated - Updated Godot to 4.6.3 - Created and added art assets for World Map hex tiles for all Rocky variations. - Created and added art assets for World Map hex tiles for Ocean and Fog of War tiles. UPDATE 2026-09-17 #202 - Biomes and Seeded Hex World Foundation - Authored all 18 named land biomes and their explicit map asset IDs. Every biome can be inspected during new-game setup; only Flatlands enables Next. The parchment setup screen includes seed entry/randomization, three generation preferences, and data-derived weather tendencies. Next generates the hidden world and leads to Shogun customization; Back preserves world choices and character edits. - Added a compact, persistent 100x100 default hex map with logical wrapping on both axes. Shared topology drives generation, validation and initial discovery. Seeded shuffled placement enforces symmetric climate exclusions and bounded Ocean components; batched whole-map validation requires one landmass and enabled starting-biome coverage. Invalid configurations have bounded retries with actionable errors. Preference multipliers can run before or after neighbour bonuses; the alternate choice is exposed in the developer scene. - Added Scenes/TestScenesDev/WorldMapTest.tscn with isolated generation, seed/preferences, both weighting modes, pan/zoom, fit, FoW preview, start marker, hex picking and validation/count diagnostics. Rendering uses visible row/parity bands, shared artwork, increasing ground-anchor Y depth and black backing. Unexplored tiles never draw their hidden biome art. No map tile nodes, new autoload, or continuous Castle map processing were added. - WorldState snapshots now include exact terrain, seed/settings/version, start, discovery and location associations. PlayerSetup owns the pending world and character draft; only final acceptance commits the Castle biome before Base initialization. Setup/test scenes are excluded from autosaving and the in-game pause menu. Existing saves without a map remain loadable without generating one. - Extracted unchanged climate weighting into WeatherBiomeWeights for reuse by weather planning and extensible BiomeInformation providers. Existing weather scheduling, state availability and gameplay effects are unchanged. - Documented mod schemas, temporary shared background/style profiles, scene flow and the shared weather helper; added a player-facing starting-biome hint. Added DeveloperFiles/world_map_validation.gd for user-run checks of weights, seams, determinism across quotas/global RNG activity, connectivity, retry bounds and JSON round-tripping. - Validation: all new/edited GDScript parsed with gdtoolkit; changed JSON and resource references checked; all 18 unique combinations/assets and Flatlands-only starting verified; independent topology checks passed at 4x3, 6x5 and 100x100; diff whitespace checked. Godot runtime, visual alignment, saved-session integration and performance checks remain for the user. No Godot executable or unrelated project MCP was used. No intentional breaking changes. - Full touched-file inventory and manual checks are recorded in DeveloperFiles/briefs/biomes-world-map-foundation-brief.md.
*This is an automated post, using Python and LLMs to summarize game updates. Mistakes, while rare, may happen.
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