Why not keep the "chaos value" as an "roughness" option for the player to choose when generating the world? (keeping it in a handable range so your generation is not screwed)
I wanted to keep it simple, as there are many other parameters that initiates a world, such as sea height, shape of forest, temperature for snow and desert, or where to start mountains.
I had the idea to have a quest that dries the seas and uncover new lands. Or like flooding oceans, so that cities would disappear under water, the engine could handle this kind of change.
Hmm... That "Lands of Elderlore" sounds interesting enough. I hope it will run on Linux 64-bit , if so, I'll give it a try if I have some time (which is actually kind of difficult right now).
Also, is the game on English? And is there any chance to have the news page on English too? I do not understand French, sorry :-/
It runs on Ubuntu 32 bits, but you have to try it under 64 bits to tell me if it works too
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The game is also in english, but my blog is in french, as it is a little selfish. You can follow major releases in english on Roguebasin and Sourceforge :
http://roguebasin.roguelikedevelopment.org/index.php?title=Lands_of_Elderlorehttp://sourceforge.net/projects/elderlore