Richard Tyrer · Squadron 42 FPS Game DirectorSo essentially there's been some tech changes in the background, which caused some changes in the distribution in some of the biomes. So they've slightly changed. We are aware that some biomes are missing some of the elements, but the art team are working feverishly to try and get some of those back. So that's pretty much that in a nutshell.
Jared Huckaby · Host, CommunityYeah, if you've watched some of the SCLs where we talk about the procedural application of biomes, as the tech grows, some of the configurations change. And it's one of those things where you don't want to constantly go back while it's evolving and just keep changing the same number over and over again every time. So when the tech gets to another kind of threshold, it goes, all right, now it's time to go back and make sure all those other things that kind of got lost along the way go back.
Richard Tyrer · Squadron 42 FPS Game DirectorYeah, essentially the way it technically works is obviously there's a height map, and that height map gives you a solid ground, and then it has a distribution of all the assets. So things like rocks, trees and all that kind of thing. And then obviously we have buildings that are placed, and they're placed to fit onto the height map that's been generated. So essentially any time where there's been some slight changes in the technology, such as when we did the different variants of the terrain, it slightly changes that height map. And then that just creates that cascading effect for all the others. So it generally means the artists have to go back in and do a bit of jiggery pokery to get back to the status quo.