This week i want to redo the hell terrain (and hero claases) graphically, i intend only minor gameplay changes.
First let me summarize what i feel is wrong with the current implementation:
1) It is painful to look at, especially over longer gaming periods. Before i redid the fields of perditions the tiles would not even blend seamless into each other and even with this issue fixed the terrain itself is a strain on the eyes.
2) It is dull and lifeless. This is mostly the case because there are no trees or other features that blow 'life' into this terrain.
3) The flame improvement is way too spectacular, especially burning sands can make the eyes bleed if there is more than say 6 tiles.
So what i am going to do:
a) Redo the textures for fields of perdition and broken lands. i want to make the terrain less detailed (corpses, skulls, ...) and more regular like any other terrain. I will in cooperate more orange and try not to make it too dark.
b) Trees/Jungle/Ancient Forests and New Forests will no longer be removed when on hell terrain, instead they are converted into burnt forest. @Sephi i already did this coding via python, the only thing i would ask of you is some way that burnt forest does not automatically upgrade to new forest while on hell terrain. currently if burnt forest upgrade into new forest it will be reconverted into burnt forest the next round. Alternatively i could make a second type of burnt forest that act and looks the same, but does not upgrade to new forest and is placed when the other forests types get replaced by it. I think this would be a decent workaround, but if you have a better idea let me know
Secondly i hope to change lumbermills so you can build them in burnt forests, i.e. evil civilizations can still get lumber (ever tried to get spears with the infernals?)
I will also add some new features that are spread with hell terrain (similar to flames on burning sand) and just look hellish (for example glowing rock formations, etc.). They are only there to spice the looks up (perhaps they have gameplay impacts later on in development, but i have nothing planned)
c) make a new flame improvement that looks not that distracting and perhaps reduce the chance for flames to spawn on burning sands (not so sure about that last part)
d) what i would also really like to make are different looking rivers on hell terrain, but i have no clue if that is even possible (the art assets can be done quickly, but that would chance the looks of all rivers)
First let me summarize what i feel is wrong with the current implementation:
1) It is painful to look at, especially over longer gaming periods. Before i redid the fields of perditions the tiles would not even blend seamless into each other and even with this issue fixed the terrain itself is a strain on the eyes.
2) It is dull and lifeless. This is mostly the case because there are no trees or other features that blow 'life' into this terrain.
3) The flame improvement is way too spectacular, especially burning sands can make the eyes bleed if there is more than say 6 tiles.
So what i am going to do:
a) Redo the textures for fields of perdition and broken lands. i want to make the terrain less detailed (corpses, skulls, ...) and more regular like any other terrain. I will in cooperate more orange and try not to make it too dark.
b) Trees/Jungle/Ancient Forests and New Forests will no longer be removed when on hell terrain, instead they are converted into burnt forest. @Sephi i already did this coding via python, the only thing i would ask of you is some way that burnt forest does not automatically upgrade to new forest while on hell terrain. currently if burnt forest upgrade into new forest it will be reconverted into burnt forest the next round. Alternatively i could make a second type of burnt forest that act and looks the same, but does not upgrade to new forest and is placed when the other forests types get replaced by it. I think this would be a decent workaround, but if you have a better idea let me know

Spoiler :
Secondly i hope to change lumbermills so you can build them in burnt forests, i.e. evil civilizations can still get lumber (ever tried to get spears with the infernals?)
I will also add some new features that are spread with hell terrain (similar to flames on burning sand) and just look hellish (for example glowing rock formations, etc.). They are only there to spice the looks up (perhaps they have gameplay impacts later on in development, but i have nothing planned)
c) make a new flame improvement that looks not that distracting and perhaps reduce the chance for flames to spawn on burning sands (not so sure about that last part)
d) what i would also really like to make are different looking rivers on hell terrain, but i have no clue if that is even possible (the art assets can be done quickly, but that would chance the looks of all rivers)