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TaleSpire News

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 assets
  • Fixed a case where unlinking HeroForge assets wouldn't work properly
  • Mostly fixed how the asset database handles the same ID being in multiple packs.
The next bugs in the firing line affect how the community mod manager works. With those squashed, I think we will be ready to take this public. It'll be far from perfect, but we can iterate our way to success!

Seeya in the next patch.

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, but we'll get this to you as soon as we can.

I hope your week isn't too stressful.

Peace.

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 creatures
  • The 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. Creature modding is still expected this week. We are having an internal meeting about it in a few hours. That means you can expect a post about the release by the end of today.

Seeya then.

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 TaleWeaverLite is available, along with a button to open the package manager.



We also now detect if “git” is missing. Git is a program that the Unity Package Manager uses to fetch the latest TaleWeaverLite updates, so it needs to be installed.

If we can’t find git, we show an explanation of what is wrong and a button to take you to the download page.



We have also updated the guide here in order to explain this requirement more clearly.

See you in the next patch.

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.

The internal things are some code refactorings and some improvements around handling the certificates used when talking to the backend.

The next patch will likely be bug fixes for TaleWeaverLite.

Seeya then!