There was a bit (on a livestream, I think) where the 'baking' of the EDO settlements was done by a team over a period of time, to ensure that each asset was placed somewhare sane. As there were literally thousands of assets to place, I'd hazard a guess it took some time to achieve. Dr Ross also mentioned in her appearance on a stream that the initial 'bumpy' surfaces in alpha were associated with 'noise' and was addressed. This left us with the final, rather flat, version of the tech we have today.
Noise function is a technical term for the part of the algorithm that decides how rough/bumpy terrain is.
The bumpiness in alpha was clearly overdone, but I do feel the final version is biased a bit too much towards flatness. Fortunately, the galaxy is huge, and bumpy planetary surfaces can be found out there, so it’s no biggie for me.
Assuming that the proc-gen algorithm lines that are responsible for terrain were fixed to permit less rounded and more extreme variations,
<pedantic> Not as much
fixed (because it is not broken) as
changed. </pedantic>
it would mean that a team would have to redo each and every settlement once more to ensure sanity.
I don’t think so. Each type of settlement has the same fixed underlying terrain, and that would not need changing.
However, if FDEV made changes to the terrain generation algorithm, there could be issues with how settlement’s terrain blends with its surroundings, so that aspect would have to be tested again.
I always thought this was mainly because a lot of people suddenly complained that they couldn't ride an SRV because the new surfaces were so bumpy. So changes were made to the SRV (for a short time there was even a quite silly version that I would classify as "driving for youngsters"). But the theory that this was also (or even mainly) to facilitate the placement of settlements makes a lot of sense to me. Simply because I have strong doubts that any of these were placed manually.
Some may be placed manually, but the overwhelming majority is surely placed procedurally; there are way too many of them to be all done by hand.
Whether the SRV driving aspect had any bearing on the final result (i.e. flatness) is anyone’s guess. What is clear to me, however, is that we would not be where we are if the Odyssey Alpha was followed by a Beta, instead of a rushed release.
However, what has happened, has happened, irreparable damage has been done (not the first time, anyway), the pragmatic approach to this whole issue is “nothing to see here (any more), move along”.