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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 must provide deep, robust ways for the community to grow beyond its own limitations, and we are delighted to be taking one more step in that direction.

Community-controlled content ensures your stories and ours will continue to grow well beyond the scope of what Bouncyrock could ever make alone.
[h2]How do you get started?[/h2]
The best way to dive in likely depends on your role.
[h3]Game Masters[/h3]
If you’re a GM, the best way to start is to open the Community Mod Browser and click around! You might also find these guides helpful:
[h3]Players[/h3]
While you can’t add creatures to the board alone, you can browse what is available. You might find something you’d like your GM to add. We also have a little guide showing available settings and how to fetch missing creations: “Playing in Boards with Creature Mods.”
[h3]3D artists[/h3]
You are the stars of the show here. Once you’ve had a chance to check out the Community Mod Browser, we’d recommend the following guides:

There is also a growing gang of friendly folks on our Discord helping each other make creature mods. You can find the discord here, and the channel you want is #creature-modding
[h3]IP rights holders[/h3]
We at Bouncyrock believe adamantly about the rights of creators. If you see your work being misused on our official repository, please file a DMCA report against that mod, and it will be handled.
[h2]What’s next?[/h2]
SEATS! The “seats” feature ships at the end of March, allowing any TaleSpire owner to purchase seats so their friends can play without having to buy TaleSpire themselves. The seats will be cheaper than full copies and reusable, so if you run two campaigns of four players, they don’t need eight copies; four seats will do the job!

After that, we are considering taking a month to work solely on bugs. Adding the features for you folks is fun, but TaleSpire must still be solid enough to rely on.

After that, we have plenty of ideas, but we’ll save that for the next community chat on the 12th of April. Hope to see you then.
[h2]Wrapping up and thanks[/h2]
This is a big, scary milestone for us. There is still a bunch to do to make it live up to our ambitions, but it feels great to be this far along.

While we’ve got you here, we want to give a big thanks to all of you for supporting us and getting the word out there about TaleSpire. Seeing your builds and hearing about your campaigns is such a motivator to have when we sit down to start work each morning. So thank you!

As always, you can find us on the Discord server, and feature-requests and bug reports are very welcome over at feedback.talespire.com

Happy building!

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.
  • Fixed how the stand-in icon and hourglass behave.
  • Fixed an exception that could occur when scrubbing the list fast when the description box is open.
  • We also now remember the scroll position per category. Before you’d end up scrolled to odd positions, which was confusing.

More news coming very soon.

Ciao.

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.