Shogun Abode - Hotfix #2

Greetings!The Shogun Set's release included the Shishi-odoshi with a bugged animation. It worked fine when playing inside the Unity Editor but not on the build. It took a while to figure out, and I'm not entirely sure which sequences of events fixed the issue. Which is troubling... BUT!  it should work now.Thanks for che...
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Early Access Content Pack 31: Shogun Abode

Greetings all!Today, we're bringing you the long-teased Shogun Palace, or Shogun Abode, as it has been named. It features approximately 85 pieces across Tiles, props, and Creatures.Some of which are:Set of roof piecesWooden floorsFloor matsExternal wooden wallsExternal stone wallsWhite plain plaster wallsPaper wallsMulti...
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TaleSpire Release - Hide Plane Patches

In this release we're tweaking the new hide-plane placement logic to be more consistent and preserve more of the details and verticality you all build into your maps. A huge thanks to all the people who gave feedback and examples of places the last iteration produced suboptimal results, your input is invaluable!We'll of ...
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TaleSpire Dev Log 457

Greetings all! I’m still working to get my footing after a year away, but starting to find my stride once more. I’ve been working on the Shogun Palace on and off since it was announced and pushed up a version for testing before the weekend. We’re nearly there, but after some feedback, we realized it still needs more pro...
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TaleSpire Dev Log 456

Allo folks, Yesterday, I exported the Norwegian translations into the new format. This went well. I’m now looking at the developer’s experience of using the system. I hope to obviate the need for a central registry of text entries that the developer has to manage[0]. TaleSpire needs to be able to export a translati...
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TaleSpire DevLog 455 - Hide Plane improvements?

Hello everyone!Two days ago, we released an update to the automatic hide plane placement logic. With this update, we use more info about minis' surroundings to do a better job placing the hide plane in various situations.Since then, we've had some great feedback (Thank you!). The good news is that it works well in a bunc...
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TaleSpire Dev Log 454

Morning all, Just a quick one from me today. Yesterday, I made a parser for our translation files. Next, I’ll export the (partial) Norwegian translation to this format and try to use it in the game. The file contains a bunch of details that are only relevant to the translation process, so it’s likely that on the fi...
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TaleSpire Release - Hide Plane Improvements

This release improves the automatic placement of the hide plane.It does this by taking into account more of the surroundings of a mini to make better decisions of where to place the hide plane, which should result in more consistently being able to see inside of buildings without manually adjusting the hide plane.See her...
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TaleSpire Dev Log 453

Good evening all, Today, I’ve been working on the translation file format. The goal is for a translator to go into TaleSpire, choose a language, and click export to produce a file that has all the strings that need translation for that language. As usual with human stuff, it’s never that simple. If you like a...
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TaleSpire Dev Log 452

Good morning folks, Work has been steady, if not glamorous. I’ve rewritten the settings system so it’s easier to maintain. I’d hoped it would be a lot simpler, but that didn’t turn out to be the case. There are some problems where it feels like you only push the complexity around. That said, I know I could do a lot...
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TaleSpire Dev Log 451 - Hide plane where art thou?

Hi,Good news! The hide plane placement experiments I discussed in my last devlog have panned out quite well. We found some minor bugs during our internal testing sessions that I've already fixed, and in general, it's getting close to being ready.But now, let's talk about what it even does. First, we need to recap how the...
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TaleSpire Dev Log 450

On the last community stream, someone asked whether Bouncyrock gives us employees time to do our own projects. I said that we don’t have an official policy around it but are always open to any of us requesting that. I’m not sure if it stuck in my head, but I realized having a few study days a month would be really he...
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TaleSpire Dev Log 449

Hello everyone,Since my last update, I've finalized a good number of things on the (creature) tags front and made a working proof of concept of the new search logic. It's looking promising, which is very relieving after so much time has gone into it. The tags are much more consistent, and tag synonyms work well (although...
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TaleSpire Release - AoE Initiative Leaves Beta

The AoE Initiative Beta has been running for about a week and a half and now it's time to get it out to all of you!This new feature allows you to add AoE markers to initiative lists making it easier to track some of the long-term effects that may occur during combat.Here's how to use it and what to expect:While in Initia...
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Beta update and box ruler

Hi folks, The “AoE in initiative tracker” Beta has just got an update fixing a few bugs: Fix the issue that moving a tile showed the bounds of the tile at the location you moved the tile from. Fix a case where hide volume bounds briefly flash when edited. AoE names are now correctly positioned when using the “s...
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AoE Initiative is now in Beta

It’s Beta time again! A chance to check out something that is coming down the pipe and also to find the things we broke! This time, we are adding the ability to add AoEs to the initiative list. How to join the Beta The guide explaining how to join the Beta is here:  https://talespire.com/welcome-to-the-aoe-initiative-...
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Patch Release - Bugs and Performance

This release fixes a regression and optimizes a TaleSpire subsystem. The optimization is in the code that draws the rectangular outlines often used for selections. This improvement affects all machines and platforms but will be most noticeable on lower-end ones. On my test laptop, execution time dropped from 1.3ms t...
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TaleSpire Dev Log 447

Hi folks. Today, I continued with the dice engine. For those who didn’t see yesterday’s post, here is a warning: GMs, Players, and even implementors of rule systems will not have to deal with the things I’m talking about below. The code gubbins I’ll be showing is for the under-the-hood implementation that will m...
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