Hi again folks,It's been grand hearing all your feedback on the vision release.One thing we were alerted to, though, was that players were no longer seeing creature names at the correct times.It turned out to be a typo in the code, so we've quickly readied this patch to fix it.We've got more fixes and features cooking, b...
Today, we ship "vision limits," a new feature to help control what your players can see as they explore your devious dungeons.
You can now set the distances creatures can see, and the players will only be able to see the things within range of the creatures in the party.
Of course, you can toggle this on and off per ...
I've snuck out some more fixes that should bring all the new asset animations back to life and fix the weird visual glitches some of ya'll are seeing. I'll be keeping an eye on the logs, but I think we are through that pain now.In short, my asset build code still leaves much to be desired. It was too easy to package up a...
Hi folks,This is just a quick one to let you know that feature work is very much continuing.I've been wrestling with the vision limit feature. We have been through several rounds of testing, and each time we have found one more thing that needs fixing before it can be shipped. It's very frustrating, the same thing just h...
This is more of an Art Patch than an Asset release. We've taken all the single doors and created double doors with new animations. There are also many tweaks to TileSets and animation additions.There will also be a new Asset Pack release soon! Hope you all enjoy!DoorsAdded double doors for all single-door assetsSet the b...
Hey Content Creators!The Content Filtering beta is now going live with all the goodies from there.This includes the ability to add Content Flags to your creature, allowing users to filter their search results to better match what they want to find, as well as an integrated publishing UI to directly upload your creations ...
Hello everyone!In this release we've added filtering capability to the minis section of the Community Content browser. This allows you to remove certain kinds of minis from your search results with the following categories being available:2D "standee" minisUnpainted/solid color minisMinis created using AIThe filters are ...
Today we've got an update for the TaleWeaver Lite Content Filtering beta!We've received the feedback that the uploading to mod.io was unstable and often failed, so this update swaps out the uploading mechanism with a more resilient uploader.For the new download link, as well as general info on how to participate in the b...
Travel between the stars or settle on distant Celestial bodies with this Interstellar Set containing 62 Tiles and 46 props. Slab with All Tiles and Props:```H4sIAAAAAAAACk2WeTzUaxfAfxlbTMMM2a9ui4q04BJRjdksMwxuwlTqVSJatFlbCEVmiOxLSSMjimx5hSvVVaIrN2Rt6rbotll7ZZR3zu/x+dw7f8yZ833O75zznHOe3zNPpp88lcEOYRj2LXhCqfMawSmW7BbcJcgTz...
Greetings everyone!This Small Patch focuses on the Board List, adding a couple of tweaks showing which board you're currently on. Fixes/Changes:Additional checks to help track down a bug in rulersTweaked the board list visuals
Added an indicator in the board list to see which board you're currently on
Added indicators ...
It's time for our first Beta for TaleWeaver Lite!What's in itThis beta adds support for adding "Content Flags" to community made creatures in TaleWeaver Lite with which mini creators are able to specify some info about the contents of their minis. Using those users can filter out content they do not want to see. Currentl...
In this release, we've added the ability for GMs to stash dice rolls in their inventory for later.
Simply prepare your roll in the dice tray, hold the right mouse button, and drag the roll to your inventory.
To put the roll back in your dice tray, just left-click on it.
This works with all rolls, whether made usin...
Hi folks,
Today's update contains some small changes and also the groundwork for an upcoming feature release.
First off, the smaller stuff:
We fixed a bug where message popups could appear behind other things (like the settings window) making them unreadable.
We have added a tool to allow users to gather informatio...
Just over a week ago, we asked for help testing a potential fix to a long-standing bug that could misalign slabs when they are pasted.
Today, thanks to the sterling work of community members, we are releasing this fix to you all.
As always, you can find us on https://feedback.talespire.com/, our discord, and you can re...
Heya folks.
Here’s a smattering of stuff I’ve been up to recently.
I’m getting ready to take this
fix to slab placement out of Beta. It’s had good testing from folks
in the community, so I’m happy we’ll finally be shipping it. I’ve got
the build on our pre-production branch, and I’ll do the final release
testin...
It turns out the path issues were not over.
In our testing, we missed that the changes we made to fix Windows's issue with long paths caused a knock-on effect that stopped many community creatures from loading.
If you've seen increased instability in the last few days, this patch should help.
This patch fixes the afor...
This patch is somewhat of a follow-up to the last one in that it fixes more places where Windows could have issues with long file paths.
Along with that, there are a few little tweaks:
We've widened the summon players button so it looks better
We added better error logs to help us track down a specific dice bug
We ...
Today's release fixes two bugs:
The first is a bug where some Symbiotes fail when interacting with file paths longer than 290 characters. This is an old windows limitation that we hadn't hit much until the last release.
This fix specifically targets Symbiotes. There will be another patch soon that handles other feature...
Morning all,
Amongst the vision-limit work and bug fixes, I’ve been working on a feature that lets you store dice rolls in your inventory.
The visuals are all 100% work in progress, but it feels good to get something working on this. The feature has been on my mind for a long time.
This feature is one that starts sm...
We've been running a Beta for the last week to test out some changes to code that handles asset loading.
The tests were successful and so those changes are shipping today.
The only visible change in-game is that the place that HeroForge users enter their API token has moved to a different tab in settings.
The fruits ...