I first quote InVain, since you also asked this question at the Modding Discord:
On randomly generated scenes, hill height and ruggedness are determined through the proximity of the nearest mountain tile on the map. It's hardcoded.
The easiest way to avoid it is defining a range of premade, non-random battlefields for specific areas on the map.
TLD has a system that teleports the battle to a different tile on the map to have flat battlefields if wanted. But that's a bit more intricate to set up.
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