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TaleSpire News

Patch - Fixes and foundations

[p]Hi folks,[/p][p]Today's update contains some small changes and also the groundwork for an upcoming feature release.[/p][p]First off, the smaller stuff:[/p]
  • [p]We fixed a bug where message popups could appear behind other things (like the settings window) making them unreadable.[/p]
  • [p]We have added a tool to allow users to gather information that can be helpful in bug reports. You can find the button to open it at the bottom of the settings window.[/p]
  • [p]We fixed a longstanding bug where TaleSpire can hang on exit if you've had multiple copies of the game open simultaneously.[/p]
  • [p]We've changed the order of community content tabs. It's now creatures, then slabs, then symbiotes.[/p]
  • [p]Support for the next version of creature mods and content filtering[/p]
[p]That last point is an interesting one. We are soon releasing the ability to filter community content based on specific content flags (such as AI, unpainted, nudity, etc).[/p][p]This requires a change to the creature format and so we are shipping support for that now. That makes TaleSpire ready for us to ship the next version of TaleWeaverLite, allowing creators to add those flags to their creations.[/p][p]As some of you have hundreds of creations, we have made tools to bulk-apply these flags to your existing assets. Doing that by hand would have been painful![/p][p]This also includes most of the groundwork for full tag search. We will be exposing this once we have a few more things done\[0].[/p][p]That's all for this, but we'll be back very soon with more.[/p][p]In fact, if you fancy you can join us Friday, June 13th at 20:00 UTC for our bi-monthly community hangout. We'll be on Twitch taking your questions and discussing the latest news behind the scenes. twitch.tv/bouncyrock[/p][p]Until then. Have fun![/p][p][/p][p]\[0] One of those things being the rewrite of the library search system to make full use of the tagging.[/p]

Slab positioning fix leaves Beta

[p]Just over a week ago, we asked for help testing a potential fix to a long-standing bug that could misalign slabs when they are pasted.[/p]
[p]Today, thanks to the sterling work of community members, we are releasing this fix to you all.[/p]
[p]As always, you can find us on https://feedback.talespire.com/, our discord, and you can read what kinds of things we are up to on our dev blog, here.[/p]
[p]See you in the next release.[/p]

Patch: Walking the path

[p]It turns out the path issues were not over.[/p]
[p]In our testing, we missed that the changes we made to fix Windows's issue with long paths caused a knock-on effect that stopped many community creatures from loading.[/p]
[p]If you've seen increased instability in the last few days, this patch should help.[/p]
[p]This patch fixes the aforementioned bug and also:[/p]
  • [p]Gives you the ability to rename published boards[/p]
  • [p]Allows box AOEs to be added to the initiative list[/p]
  • [p]Various small fixes to content loading[/p]
[p]Cheers to all the community folks who helped us track these issues down.[/p]
[p]Until next time. Have fun![/p]

Patch: The paths go ever on and on

[p]This patch is somewhat of a follow-up to the last one in that it fixes more places where Windows could have issues with long file paths.[/p]
[p]Along with that, there are a few little tweaks:[/p]
  • [p]We've widened the summon players button so it looks better[/p]
  • [p]We added better error logs to help us track down a specific dice bug[/p]
  • [p]We now allow you to drag new morphs to creatures even if their radial menu was already open.[/p]
[p]It's back to the forges with us now, so until next time, happy adventuring.[/p]

BugFix: Long Paths

[p]Today's release fixes two bugs:[/p]
[p]The first is a bug where some Symbiotes fail when interacting with file paths longer than 290 characters. This is an old windows limitation that we hadn't hit much until the last release.[/p]
[p]This fix specifically targets Symbiotes. There will be another patch soon that handles other features that may have this issue.[/p]
[p]The second change fixes a case where a player's creature list might not update when a unique creature is spawned.[/p]
[p]More coming soon.[/p]