Environments

Environments are a special set of properties that affect the gameplay in several ways. The most common way they are used is to show background behind characters during dialogue. For instance, in Taodal, every area (map overview, the market, the tavern, etc.) is a separate environment.

However, there is another, no less important function of environments. Every blob you step on on the world map as you traverse it has a defined environment that controls what happens when you step on it. For instance, the Sejan lake blob will always offer you to start the connected encounter dialogue. On the other hand, most of Sejan blobs are used for random animal encounters where most of the time nothing happens, but sometimes the player finds themselves face to face with a creature.

Currently, implementing environments is somewhat limited to improving dialogues. You can create new ones, use them in dialogues and edit the game's map files to add new blobs or edit existing ones, but map editing is slightly clunky and unsupportive of modding (mods colliding with each other).

File structure
Environments are stored in, you guessed it, the environments folder under database in the game's installation folder. Each environment has its own folder and it contains only a handful of files.

Stats file
The stats file contains the following attributes that, unless stated otherwise, don't have to be specified:

Examples
This is the Witch's house stats file, serving as an example: interior: 		 yes ambient: 		 0.5 discoverable: 		 yes dicovery_message: 	 You have discovered the Witch house! Do you want to enter the Witch house? default_message: 	 Do you want to enter the Witch house?  This is the Sejan forest stats file that shows how random encounters are specified in the game. 0 signifies no action. interior: 	 no 