Patch Notes: Bug fixes and some tweaks

This patch features a few bug fixes, tweaks, and changes but also pushes some internal code refactoring making it easier for us to expand on the Camera Controller.Photo size multiplier in PhotoMode removed (it has been broken and didn't actually upscale) Right-click drag from Asset library into Asset Inventory.Moving bet...
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TaleSpire Dev Log 317

Here is a  DevLog about Today's upcoming Patch. It isn't a significant patch seen from an outside perspective but does contain some code refactors, which will make it easier to do future things.Camera RefactorThe Camera Controller file has been rewritten to utilize camera Modes rather than being a single monolithic class...
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Feature Update

Hi everyone,We are back today with two new complimentary features:basic creature copy/pastecreature stat names import/exportThe first allows GMs to pick a creature and then Ctrl-C to copy the creature. This includes the name, colors, stats, health, and scale. It also is ready to support polymorph and tinting when those a...
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TaleSpire Dev Log 316

I've been bamboozled, hoodwinked, and led astray.I was tricked into adding a feature I was not ready to add, but we will be shipping anyway.Today we are talking about creature copy/paste!So, creature copy/paste is a bit of a minefield. The reason it has been delayed is that supporting everything we want is hard. For exam...
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First little patch of the year

Hi folks,It's time to dust off the update button and send out a patch.In this one, we have:Fixed a bug where build-mode stopped respecting height changes (holding Ctrl) after dragging out tiles.Tweaked the cursor in tile snap mode, so it is easier to see where you're trying to snap.Fixed a regression in creature name vis...
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TaleSpire Dev Log 315

Heya folks!As you'd expect, I've been working on HeroForge stuff.I carried on with metadata integration into the conversion process. Most of Monday was messing around with HeroForge and looking at what kinds of scales, bases, etc., we get for different builds.I had a few questions about some values in the metadata, so I ...
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TaleSpire Dev Log 314

Hi folks, Work continues well on the HeroForge Integration. In the last dev-log, I wrote about a specific issue related to perception updates. I was pretty confident with the solution I had come up with. But then I had a sleep and didn’t like it anymore :D So I reworked that code again, and I’m now much happie...
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TaleSpire Dev Log 313

Hi folks, To support HeroForge and creature modding, we had to start supporting the spawning of creatures before their meta-data is available locally. This means (amongst other things) that we don’t know the head position and thus can’t correctly calculate vision when a creature moves. As getting this right ...
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TaleSpire Dev Log 312

Hi everyone,The server upgrade today went well. Since then I've switched to our HeroForge branch of TaleSpire and was able to pull my first mini from production, which was very satisfying.Now to do all the remaining stuff. After the butt-ugly merge I did yesterday, I have to test everything slowly to ensure I haven't bro...
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TaleSpire Dev Log 311 - Scheduled Downtime

Happy new year! We will be performing server upgrades at 11:00am UTC on Monday, the 3rd of January. You can see what time that is in your region here. We have scheduled two hours for the maintenance, but if all goes smoothly, it will take much less than that. During the update, the service will be unavailable or unre...
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TaleSpire Dev Log 310

Evening all! Today has been focused on the upcoming HeroForge integration. I’ve tested the server code with the current build, and all is looking good so far. I will put out an announcement to schedule the server as soon as we have decided when that will be. This will also land some other bug fixes I’ve been wa...
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TaleSpire Dev Log 309

Hey folks! It’s my first day back to work, and I’m happily settling back in. I only tackled two things today: I added some options for use in the Unity Editor to allow username + password login instead of Steam. This lets us test interactions between GM & player clients more easily on one machineI fixed a r...
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Early Access Content Pack 9: Seasons Greetings!

Seasons greetings!  This holiday we took a small break from our work on upcoming assets and created a cozy Holiday pack for you all.  In this pack, you’ll find the following:A bunch of new Icicle PropsTomte/Redcap MiniElk miniPine Cone Decor propsIcy Snowflake propUnrelated to this, there were also a few new pieces added...
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Early Access Patch 24: Filters for Hide-Volumes

We've added filters to Hide Volumes, which means you can choose which types of assets to hide. The filters available are "Props & Tiles," Creatures, and Lights. Check out the DevLog on the subject of Filters and the video from that DevLog Showing how it works:There will be a usability overhaul on the Hide Volumes in ...
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TaleSpire Dev Log 308

Hi folks,Since last we spoke, I've been ironing out bugs in hide-volume filters. It needs at least one more round of testing before we know if it's shippable; however, it feels good.I'm now starting my Christmas break. I'll be on call in case anything goes weird over the next couple of weeks. Here's hoping it stays quiet...
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Bug squashing adventure: Patch Six

What a week, let's wrap up with a few simple bug fixes.This patch includes:A fix to the line ruler where other players would see a trailing handle when the person using the ruler finished the operationA fix to a bizarre bug where the window would randomly become tiny on startupA fix so that the campaign name for newly pu...
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TaleSpire Dev Log 307

Yesterday we fixed a bug where hide-volumes would not hide lights. This was great as that issue had interfered with many people's ability to tell stories with hidden elements as the lights would give away the locations of things such as secret rooms.Naturally, as with most glitches, creative folks had found ways to use i...
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Bug squashing adventure: Patch five

Ready for more bug fixes? Well, we have some. Three long-standing bugs fall today. They are: A case where the line-of-sight state wasn’t cleared when switching boards. This resulted in random creatures being visibleA bug where removing the last creature from the party wouldn’t update the line-of-sightThe issue where hid...
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Bug squashing adventure: Patch four

The festival of bug fixing continues!Today the changes are that:Dice no longer collide with hidden tiles or propsDouble right-click ignores hidden tiles & props unless in gm-modeThere are significant performance improvements for large boardsThe flashlight no longer interacts with hidden creatures in ways that give aw...
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