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Template:Seasons
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↑ 1.0 1.1 Twitter - Seasons.
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Seasons affect different zones (environments/biomes) based on their location in the world.[2][3]
- Some biomes will have seasons that are less (or more) temperate. For example: Northern, Southern and Tropical regions.[4] Other biomes will have fixed climates.[5]
- Biomes that are affected by seasonal cycles may experience drastic visual differences between seasons.[2]
- Events may radically change the current season a zone is in, or elongate it.[6][7] This includes weather changes.[3]
- There will also be magical seasons where you might be in a tropical zone and suddenly it's snowing.[4]
- Items, crop cycles, buildings, and crafting mechanics might gain certain buffs or debuffs in certain seasons.[6][8][3]
- Ocean and underwater areas will not have seasonal changes.[9]
- Winter might have a spawner that activates on a road that spawns at large fallen tree and players who see that will have an opportunity to go up and exert some type of one-time action that helps in removing that tree and it might require you know X number of people to do that before the tree gets removed; and that you know as an example is not beneficial for the transit of goods because as you know caravans require- well they don't require but they move better on roads and if that tree were present let's say blocking you know a road that led to a bridge per-se that they would have to off-road.[3] – Steven Sharif
- Different seasons may affect access to various roads.[6][7][3]
- Pathways that are open during summer may be closed during winter.[3]
- Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[6][7][10]
- Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[3]
- Ice will make roads bumpy and slippery.[11]
- Seasonal flooding is something the developers are talking about internally, but will not be present in Alpha-2.[12]