# Magiclysm: A Total Fantasy Overhaul

**URL:** https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612
**Category:** The Lab
**Tags:** mod
**Created:** [June 30, 2019, 7:53am UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612 "2019-06-30T07:53:21Z")
**Posts on this page:** 1
**Showing post:** 342

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### Author: ![Ragno](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/ragno/32/5935_2.png) [@Ragno](https://discourse.cataclysmdda.org/u/Ragno)
#### Post date: [April 11, 2020, 9:54pm UTC](https://discourse.cataclysmdda.org/t/magiclysm-a-total-fantasy-overhaul/20612/342 "2020-04-11T21:54:03Z")

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> [@Junknown](#):
>
> On the other hand, black dragon lairs are marked with a 2x2 clump of tiles that look identical to swamp tiles, making them harder to track down unless the map revealed them outside of anywhere you have explored.

thats if you are lucky, just remember that any kind of these overmap terrain can still be easily spotted if you change the land codes (ctrl+A by default) they look different that the other tiles, like forest tiles looking like white “#” for example , it works atm for any kind of special overmap; dragon lairs, spider nest, saddler nests, bandit hideouts, magiclysm cabins etc.

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