In 2015,Klei brought the Caves into DST. In order to reduce the number of servers, they combined the Ruins with Caves and made adjustments to the biomes, which has undergone significant changes compared to DS. But perhaps due to time constraints, the generation of the Ruins biomes has many problems and impacts to this day.
By comparing these two pictures, you can see that the Ruins of DS are very complete, with clear and coherent boundaries of the biomes, while the Ruins of DST are chaotic, with many meaningless paths interspersed in the regular set pieces.
The Sacred(purple area in the lower left corner) is the most altered among all the Ruins of the biome.The originally vast and resource rich Sacred only have a few set pieces left, resulting in DST having fewer thules than single player games. Ruin reset was a feature that only emerged in 2017, and obtaining gems and thules before that was very tight, making it difficult to serve multiple players. It's really hard to understand why Cole made such a change.
In addition to the Sacred that must be generated, there are also two branch biomes: MoreAltars and SacredDanger.In DS, if you are lucky enough, all three biomes can be generated, and they are all a complete large area.
From top to bottom are Sacred, SacredDanger, and MoreAltars.
However, in DST, the situation has completely changed. I don't know why the complete altar has become a separate biome. In order to reflect its uniqueness, MoreAltars biome have been extensively deleted, leaving only one damaged altar without adding anything else. Even so, it can still become a biome???
only one damaged altar
Although SacredDanger retains the background room, the space is often squeezed and can only generate very small areas. And the turf has been changed to a light color, which does not match the color of ancient pillars. Moreover, the purple ancient turf is different from the other two, as it has a unique environmental sound effect that allows players to immerse themselves more strongly in ancient civilization. Listen carefully to those sounds, they seem to be echoes left by ancient craftsmen building great cities...
The second major issue is the Military.Similarly, comparing the military of DS, the military of DST are also severely squeezed, just like the Sacred.The main problem is that a set-piece that seems to have appeared in the Sacred appears here, very abruptly penetrating the entire military.This not only destroys the unique way this biome is generated, but also makes it ugly and narrow.
In fact, the two military above are relatively well generated. There are many military that do not generate maze parts or generate very few, with almost no resources. This further weakens its sense of existence.
It is very ironic that KLEI greatly reduces the danger level of the most abundant treasure areas in the Ruins, but increases the danger of some less important biomes in the first half. During the wild stage, players are often pursued by shadow creatures from the LichenLand or Monkey Village.Rewards and danger are very mismatched.
I have always wondered why guano turf is used here in the monkey village biome. After checking the code, I think this is likely caused by negligence. guano turf is the default turf for caves, and Cole did not make any modifications during transplantation. This area represents the biomes of all monkey villages, but due to turf limitations. Monkey barrels cannot be generated here!
Monkey villages often have multiple biomes connected, and they are also severely squeezed. Compared to a standalone monkey village, the large, interconnected monkey maze is almost non-existent in DST, which makes me feel very regretful.
Finally, there are some minor problems. In a single player game, the maze is connected to the lichenland, so its entrance is also a small lichenland, similar to the transition between the Moon Mushroom Forest and the Archives. But DST placed it at the back, which resulted in a less harmonious transition with the previous biome.
Purple ancient turf not only has normal environmental sound effects but also environmental sound effects during the wild stage, which can render the Ruins at this time more terrifying. It is not used in DST.
In summary. I spent a lot of time inspecting the ruins, conducting research, and summarizing.Although it has been eight years now, I believe that with the launch of the Host of Horrors, will be more new things in the ruins when we update the shadow content next time. If Klei can solve these problems, I will definitely be grateful!