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TaleSpire News

Patch Notes: Bug fixes, PhotoMode and TurnBased

The Camera Refactor created some new bugs when dealing with PhotoMode and Cinematic Mode. In addition to that Dice no longer collides with Hidden creatures and even though the TurnBased mode is due for a future refactor a couple of things were added.
  • Stopped dice colliding with creatures when they are hidden
  • Fixed Depth of field settings not working on default camera mode in PhotoMode
  • Added ability to use height slider to set Camera Height in Freemode Using PhotoMode
  • Fixed Depth of field Settings not being applied when the game first starts
  • Fixed Cinematic Shots not syncing to players
  • Fixed Chromatic aberration not being available in PhotoMode when turned off in settings. It also now remembers previously set values.
  • Fixed Vignette value resetting when leaving and entering PhotoMode
  • Fixed where the PhotoMode FreeCam looks down when transitioning above ground level.
  • Hid Indicator in the Middle of board
  • Camera root indicator now hides when PhotoMode UI hides
  • Added Clear List in TurnBased Mode
  • Added ability to remove Creatures from TurnBased Edit Mode by right-clicking the Creature Icon
  • Added Outlines to the TurnBased Mode Creature names

Thanks for reporting all these!

Till Next time!


BUILD-ID: 8086015 - Download Size: 3.1 MB

Patch Notes: Bug fixes and some tweaks

This patch features a few bug fixes, tweaks, and changes but also pushes some internal code refactoring making it easier for us to expand on the Camera Controller.

  • Photo size multiplier in PhotoMode removed (it has been broken and didn't actually upscale)
  • Right-click drag from Asset library into Asset Inventory.
  • Moving between photo mode and game mode is now less jarring.
  • Changed Torch, Flying, and Hide buttons in Radial Menu to be toggle buttons.
  • Added "H" hotkey for Hiding Creature while holding them
  • Fixed so you can pick Creatures through openings revealed by the Cut Volume/Box

There is a DevLog that goes into a bit more detail here


Till next time!

BUILD-ID: 8041055 - Download Size: 30MB

Feature Update

Hi everyone,

We are back today with two new complimentary features:

  • basic creature copy/paste
  • creature stat names import/export


The first allows GMs to pick a creature and then Ctrl-C to copy the creature. This includes the name, colors, stats, health, and scale. It also is ready to support polymorph and tinting when those are released.

The best bit is that when you copy a creature, we push a URL to your clipboard, which you can share with others to allow them to import the creature directly into their campaigns.

You may also have used campaign settings to set up specific names for a creature's stats. You can now share these too. The campaign panel has gained a small button that will copy the stat names to your clipboard in a way you can share and that others can easily import into their own campaigns.

This is just the start for creature copy/paste. In time we will bring the full multi-gm undo/redo support you've come to expect from regular building.

But for today, that's the lot!

We hope these help a little. Happy adventuring.

First little patch of the year

Hi folks,

It's time to dust off the update button and send out a patch.

In this one, we have:

  • Fixed a bug where build-mode stopped respecting height changes (holding Ctrl) after dragging out tiles.
  • Tweaked the cursor in tile snap mode, so it is easier to see where you're trying to snap.
  • Fixed a regression in creature name visibility


We have also added the ability to drag out multiple tiles from a snapped position.

We have more things in the works, and we hope to send those your way real soon!

Scheduled Server Maintenance

Happy new year!

We will be performing server upgrades at 11am UTC on Monday, the 3rd of January. You can see what time that is in your region here.

We have scheduled two hours for the maintenance, but if all goes smoothly, it will take much less than that. During the update, the servers will be unavailable or unreliable.

The upgrades aim to fix a logging issue we have had for a while and add the code for the upcoming HeroForge integration.

Have a great weekend folks.

p.s. Please note, this does not mean that HeroForge support will be available immediately after this upgrade. This is just one step in the process. We will keep you posted with news as it develops