TaleSpire Dev Log 429 - Costs and Currencies

Hi folks, in this post, we’re gonna talk about various money matters, but let’s not bury the lede; we’ll start with seat pricing. For the purpose of this post, we will use the USD prices as an example. The prices will then be regionalized for each country. This does NOT mean that the USD prices are just converted to loc...
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TaleSpire Dev Log 428

TLDR: Seats won't be shipping next week.Heya folks. Testing was successful, but in the sense that we found some issues. We have started fixing those, but we then ran headlong into a problem caused by my not checking the calendar; here in Norway, we have national holidays until Tuesday 2nd.Naturally, we aren't going to cr...
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TaleSpire Dev Log 427

Heya folks, I’ve been hiding away recently, so let’s briefly remedy that with a dev log. Seats Seats are progressing well enough. Two factors have made it a little harder than anticipated. First, I hadn’t considered Steam needing five days to review the build before we could put it live. So that immediately took ...
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TaleSpire Release - Creature Modding Leaves Beta!

With this release, bringing new creatures into your stories has never been easier. With three clicks, you can not only add a community-made creature to your campaign but also ensure it is downloaded for all your players, automatically and totally for free. We’ve known for a long time that any VTT or game like TaleSpire...
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Creature Modding Leaves Beta Tomorrow

Tomorrow, we open the gates on a whole raft of new community content. The creature modding feature is on its way!Sample from a rapidly growing repository of creatures, with your choices synchronized effortlessly with your players. Or, drop your creations into a folder and have them imported instantly into your library.Th...
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Creature Mods Beta: Patch Release

Good morning creature creators! Today’s patch is focused on the behavior of the Community mod browser. We have: Fixed a bug where scrolling back and forth could apply the wrong icons to an item in the mod list. Made slightly better UI for mods that are missing but that have become unavailable from a repository. F...
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Creature Mods Beta: Patch Release

Hi folks,Today's update to the creature mod beta includes:Fixed a couple of issues around reloading local mods when they are modified. This means you can now replace local mods that are in use.Less lag loading icons of in-build assetsFixed a case where unlinking HeroForge assets wouldn't work properlyMostly fixed how the...
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Where are the creature mods?

Hey folks. Yeah, it's annoying, right? I thought we'd have them out earlier in the week, too.What happened was that we started seeing people having real issues setting up the modding tool, so rather than using the package update system Unity provides, I'm knocking up something basic instead.It's a slow, annoying process,...
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Creature Modding patch

Hi again folks.Today's patch contains two fixes from bugs we spotted in a recent testing session:One fixes the deserialization of a network message related to setting morphs on creaturesThe second fixes a case where spawned creatures stay as ghosts and don't recover until a reload of the board.That's all for now. Creatur...
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TaleWeaverLite Patch

Today’s patch improves two things: previewing scale and updating TaleWeaverLite. Let’s start with the scale. Choosing the default scale now updates the scale preview so you can see how big your creature would be next to those size-one creatures.Next, we have added some helpers to show you when an update for TaleWeaverLit...
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Creature Mod Patch

We are back patching again. Most of the changes in this patch are purely internal. But there is one fix that will affect you, and that is that your hit, spell, head, and spell positions are now loaded correctly in TaleSpire.Note: The position fix was made on the TaleSpire side. This means you do not have to rebuild your ...
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Double patch release!

Today, we are landing improvements for both the main build and the Beta. Let’s get into it. For the main branch, we are fixing a long-term bug where HeroForge creatures with small bases didn’t work. Cheers to the folks in the community who reported that one. On the Beta side, we have a new build of TaleWeaverLite, and ...
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Bugfix Patch

Heya folks, with creature modding in Beta, we can give some love to other fixes and features again. In this patch, we have the following little fixes:We now only show the build plane pin on the vertical slider if the build grid is enabled.We've fixed a bug in the slab uploader where the error reason was stated incorrectl...
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First creature-modding patch

First creature-modding patch It’s not even a day since the Beta started, and we have already had some lovely folks trying things out and uncovering some bugs. This fix tackles two of them. A case that stopped some creature meshes from loading properly Creatures not hiding when they should (line of sight, gm hide,...
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TaleSpire’s creature modding beta has begun

Yup, it’s Beta time again. Let’s get testing! The Whats, the Wheres, and the Hows Here is the guide to the Beta. It covers: Getting into the Beta Adding creatures from the community mod browser Adding creatures from .tsMod files Playing in boards using creature mods Making Creature Mods with TaleWeaverLite How t...
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Creature-modding Beta arrives on Monday

Heya folks, We have wanted to give you the ability to add your own creatures for a long time, and so we are thrilled to say that on Monday that feature arrives in Beta. The creatures themselves can already be made using our TaleWeaverLite plugin for Unity[0]. You can drop those mods into a folder, and TaleSpire automat...
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Bouncyrock's Bi-Monthly Banter

It's been a bit since I've written anything here, but I'm here to announce the return of Dev Streams! Specifically in a more regular format, we're titling...Bouncyrock's Bi-Monthly BanterOur very first stream is set to kick off on Friday, February 9, 2024, at 21:00 UTC. The future schedule is planned for the second Frida...
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Asset position patch

Something in yesterday's build went a bit screwy, and the positions of some random assets got messed up. This patch resolves that.A big thanks to the folks who spotted and reported this.Now, back to our regularly scheduled programming.BUILD-ID:  13285952 - Download Size: Win 27.1 MB / Mac OS 30.7 MB
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Early Access Content Pack 29: MegaDungeon Expansion

Greetings Everyone! We are kicking off the new year with a small pack of assets before getting stuck into the next larger sets.  Since the MegaDungeon was released, we’ve been watching your feedback (and your amazing builds!), and these are some pieces derived from that feedback. This pack features the following new as...
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