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Maps and Terrain

The game map is rendered using an isometric 2:1 projection and supports multiple terrain types.


Property Value
Default size 1000 × 1000 tiles
Adjustable range 250 ~ 1000 tiles
Tile size 256 pixels
Projection Isometric 2:1 (diamond)

Terrain Passable Movement Cost Base Height Enemy Spawns
Grassland Yes 1 0 Giant Rat, Bandit, Harpy
Forest Yes 2 0.5 Slime, Zombie, Dire Wolf, Giant Spider, Dark Cultist
Mountain Yes 3 5.0 Goblin, Skeleton, Dragon, Orc Brute, Goblin Archer, Troll
Water No — -1.0 —
Town Yes 1 0 —
Road Yes 1 0 —
Swamp Yes 3 -0.3 —
Desert Yes 2 0.2 Sand Wraith
Mud Yes 2 -0.1 —
Snow Yes 1 0.2 Giant Rat, Bandit, Harpy
Hills Yes 1 1.6 Giant Rat, Bandit, Harpy
Badlands Yes 2 0.3 Sand Wraith
Meadow Yes 1 0 Giant Rat, Bandit, Harpy

The map has three visibility layers:

State Brightness Description
Unexplored 0 (fully dark) Never seen by any adventurer or building
Explored 115 (dark gray) Previously seen but not currently in line of sight
Visible 255 (fully lit) Currently within an adventurer’s or building’s line of sight

What is drawn where. Your own side is always drawn: buildings, heroes, villagers, tax collectors, caravans and bounty flags, on ground nobody sees too. A lair or an ancient ruin is drawn once any part of it has been seen, and stays drawn. From then on the heroes know of the lair too, and may go for it on their own. Monsters are drawn only while a hero sees them. The portals of a dimensional rift are drawn as rings of violet light, once their ground has been seen.

Source Vision Range
Castle 30 tiles
Adventurer (base) 8 tiles
Mage (ranged) 12 tiles
Ranger (ranged) 11 tiles
Defensive building (Arrow Tower) 16 tiles
Regular building 7 tiles
Enemy outpost structure 10 tiles

Sandbox mode maps are randomly generated using the Value Noise algorithm:

  1. Generate terrain noise → determine terrain types
  2. Generate height noise → determine elevation variation
  3. Place Castle → establish a Town area at a random spot in the central half of the map
  4. Scatter treasure chests → max(10, 250 × W × H ÷ 1000²) chests distributed across the wilderness
  5. Generate enemy outposts → placed far from the Castle

Property Value
Initial count max(10, 250 × W × H ÷ 1000²)
Gold range 20 ~ 55g
Location Passable areas outside of Towns

Adventurers automatically pick up treasure chests when they walk over them. With the “Treasure Sense” research skill, gold is increased by +50%. An opened chest stays where it was, lid thrown back, for two minutes of game time, then disappears. It does not hold a building site back, and a building placed over it takes it away.