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TaleSpire News

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!

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 it’s significant enough that it gets its own post replete with a clickbait title.

The last version of TaleWeaver you’ll ever download?!? #no

Alright, enough messing about. Back to work!

Peace.

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 incorrectly as "".
  • Squashed a bug that caused the slab upload error UI to not be closable
  • Fixed an issue with photo mode where it would not show its UI when it was opened for the first time.
  • Made sure the info message that gets copied into the clipboard if a slab is too large to be copied (>30kB) now shows the actual size of your selection instead of always 0kB
  • Fixed a Symbiotes API bug that affected interacting with slabs


See you in the next one!

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, etc)
This is available on the creature-mod-beta branch now.

The mesh bug also affected TaleWeaverLite, so you can find the latest build, with the fixes, here: https://files.dicewillsuffice.net/TaleWeaverLite4.zip

To those not in the Beta, we haven’t forgotten you either! Tomorrow, we have a bug-fix patch coming your way.

See you then!

TaleSpire’s creature modding beta has begun

Yup, it’s Beta time again. Let’s get testing!

[h3]The Whats, the Wheres, and the Hows[/h3]
Here is the guide to the Beta. It covers:
[h3]What comes next?[/h3]
A lot changed behind the scenes to make creature mods possible, so we expect plenty of bugs[0]. To that end, we are keeping this in Beta for two weeks, so we all can kick the tires and see what breaks.

After that, we will open the floodgates and release it to everyone!

If you find broken stuff, please let us know on the bug-tracker. We will also be around the Discord if you want to ask questions (I’m @baggers over there).

This feature was a heck of a side quest, and it is only the start of what we want to do when it comes to adding assets to TaleSpire. We are super excited to see what you talented folks do with it.

Have fun!



[0] I found three while making the guides :|