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Recent updates

0.11.2: small improvements and bug fixes
27
Here is the first of two small updates announced in the previous post . It consists of numerous tweaks and fixes, most (but not all) of them related to rivers a...
0.11.1: improved map labels
33
The new algorithm is a widely used one (unfortunately, I don't know its name) and it's much more reliable. It's based on the idea of straight skeleton and essen...
0.11.0: roof details and district view
2
34
...A new Roofs drop-down menu has been added to the Buildings tab of the Style window with three options: Plain , Hip and Gable . The Hip and Gable options make...
0.10.2: alleys view
30
...Technically, it was easy, but there were nuances which needed to be taken care of. As a result, alleys don't look exactly like major roads and the way they a...
0.10.1
3
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This update doesn't add any new features compared to 0.10.0-alpha , but it fixes a good part of the issues that prevented me from releasing this alpha normally...
0.10.0-alpha
4
37
City Generator 0.10.0- alpha is (reluctantly) released. Please note the word "alpha". It means that this version is just a preview and it doesn't replace the cu...
Keyboard shortcuts and mouse actions
6
42
Keyboard shortcuts: Enter - generate a new city Tab / G - toggle G enerate window T - toggle T own window S - toggle S tyle window O - open the O utline tab of...
0.9.2: assorted new features and improvements
11
28
...Same as with the dungeon generator, I needed to fix the "export=" feature here and the rest of the changes are just random items from my todo list... (more)...
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Last post
Great work. Love your generators. Is there a way to code in to generator a "direction" of sorts. Like, say a TAB or just...
started by Farttoffel 22 days ago
1 reply
201 views
Is there a setting that can produce cities on a peninsula or island, like Tyre or Byzantium?
started by Alienist Press 93 days ago
3 replies
685 views
une erreur d'affichage
started by Arthurinio 35 days ago
96 views
No replies yet