Fantasy Map Generator v1.6: Rivers and Lakes Update
Added 2021-03-02 13:00:04 +0000 UTC
This update is coming quite unexpectedly. About a month ago gitHub user CanisArtorus was able to resolve an issue with river system we had: rivers were ignoring lakes on generation, so lakes were completely out of river system. Now I was able to further improve the code and turn it into a solid system. I was also able to select lake type dynamically, so that whether the lake is salt, dry or of freshwater is decided based on river flux and evaporation.
Main changes:
- River overview and River editor rework
- River generation code refactored and optimized
- Rivers discharge (flux) properly calculated
- Lake editor rework
- Lake type defined dynamically based on river system
- Lake flux, inlets and outlet tracked properly
- Lake evaporation calculated using simplified Penman formula: evaporation depends on surface, temperature and elevation
- Lake outlet rendered with starting width depending on flux
- Lakes now have names

Lake type definition:
- Freshwater: generic type, usually has 1 or few inlets and 1 outlet
- Salt: evaporation > flux, no outlet
- Dry: no inlets and generally zero or very log flux
- Frozen: average temperature < 3°C (as it was before, but now based on average surface temperature)
- Lava: high elevation, low chance
- Sinkhole: small lake without inlets and outlet, low chance
Here is a short video on how lake type selection works when precipitation is changed. A big more subtle effect is when temperature is changed, but it's not included in the video.
Small changes:
- Regiments not moved after battle, tip message with battle results shown
- New state creation takes 1 cell only
- UI size not allowed to be bigger than user's screen
Fixes:
- Anarchy states does not have form names for provinces
- SVG load to Armoria get incorrect COA
- Markers are removed on svg / png save
- 1.5 update error on getShield
- If map saved with population layer on, layer cannot be toggled off
As usual, please ask questions and report defects in this thread or on our Discord.