Been working out a better way to do undergrounds that utilizes the heightmap, instead of the old tile grid, which was limiting and required a lot of unique geometry just to make a very basic scene.
Here are some screenshots of a "cellar" style underground. This was just supposed to be a prototype but I think it is getting close to a finished product. Just needs a little polish and more art.
Getting the undergrounds constructed is one of the larger tasks left to finish before alpha release, so this is a big step forward.
Also, you might notice we've been playing around with the UI based on prior feedback about it being a little too crowded and noisy. Rhis hates it, of course, but me let know what you think.