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TaleSpire News

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!

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!