When you make a new wilderness location, it's just "some plains" with no plants. Trying to figure out how to make background plants grow and 'seed' the area with it's own mix of foliage, canopy, etc has proven problematic for a long time. Undergrowth and canopy dictates things like hiding, and some foraging skills. And can classify areas as a forest, or a swamp, etc, which effect yet more skills.
So being able to fill in little gaps in wilderness areas (if you've ever come across an area where there seems to be a square missing for no reason, you'll understand what I mean) has been a giant pain. All because of 'plants'. Yes, the reason they're complicated is because of the half-work done to Herbalism all those years ago, but that isn't why I was referencing them.
So being able to fill in little gaps in wilderness areas (if you've ever come across an area where there seems to be a square missing for no reason, you'll understand what I mean) has been a giant pain. All because of 'plants'. Yes, the reason they're complicated is because of the half-work done to Herbalism all those years ago, but that isn't why I was referencing them.

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