The first big improvement is the addition of more realistic coastlines. Previously our coastlines were created with hard edges, which we were not happy with in the first place. While they worked good enough on high altitude zooms, they always looked too generated when you zoom in and work on the details of a landmass.
Realistic Coastline Shapes
But more importantly, coastlines lacked the right level of realism, when created. We have now added a much more refined method to generate realistic looking coastline shapes, based on real world samples. We have achieved this, by combining libraries for geological processes like tectonic movement and erosion, and models for real world coastline shapes based on height maps. The result is that when you generate a landmass in future, the coastline is not just drawn by a random jitter, but derives from the height map that was created to simulate that landmass body.
Our second goal is to use this to create an automatic colouring based on the height of a region and a selection of different climates like "Tropical", "Dry", "Temperate", "Continental", and "Polar".
The idea behind the system is that you can define the geological prerequisite of each landmass generated and they would be coloured in a way to already suggest where mountain ranges and the like could go, making it easier for you to add in those assets and - once we introduce the new reworked assets - have those blend in more naturally with the map as well.
In the future, those areas could even be populated with assets automatically via the use of our Biome features. Before we can introduce that autofilling feature, we do want to make sure that we have a climate model in the system as well. As that would further dictate what kind of assets would fit in that biome.