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TaleSpire News

AoE Initiative is now in Beta!

It’s Beta time again! A chance to check out something that is coming down the pipe and also to find the things we broke!

This time, we are adding the ability to add AoEs to the initiative list.

[h3]How to join the Beta [/h3]

The guide explaining how to join the Beta is here:

https://talespire.com/welcome-to-the-aoe-initiative-beta

Be sure to read the “Critical Warnings” section before diving in.

[h3]How it works[/h3]

Here is a quick video showing how it works. The guide linked above has some more details if you are curious.

[previewyoutube][/previewyoutube]

[h3]Next up, even more![/h3]

Thank you for coming to check this out. We will keep this feature in Beta for one week to give enough time for some real testing.

We have a new dice engine in the works and more assets coming down the line, so keep an eye out for those!

We hope you enjoy the Beta. And we’ll see you in the bug reports!

Patch Release - Bugs and Performance

This release fixes a regression and optimizes a TaleSpire subsystem.

The optimization is in the code that draws the rectangular outlines often used for selections. This improvement affects all machines and platforms but will be most noticeable on lower-end ones. On my test laptop, execution time dropped from 1.3ms to 0ms when idle and 0.03ms when in use.[0]

The regression was in a fix from bug-month. There were certain cases where hide volumes could seem to hide tiles that did not intersect. This problem came back due to us making a mistake with version control.

That’s all for today[1]. Back soon with more.



[0] On my test laptop, the gains were masked by poor rendering performance. However, every little counts. When we get to improving rendering time, all these little wins will become helpful.
[1] We also snuck out a fix yesterday for error messages that were firing when deleting and placing tiles.

Patch Release: Picking performance improvement

In this release, we have a major performance improvement to the code that handles picking tiles, props, and creatures on integrated and low-end GPUs

On our test machine, we saw a picking delay of roughly 22 milliseconds drop to less than a hundredth of a millisecond.

Due to how frames are paced, this will not translate directly into massively improved FPS counts, but it's an essential step in our long road to ensuring that TaleSpire runs well on the machines your party members actually own, not just gaming machines.

We've got more in the pipeline, so keep your eyes peeled!

Find Region Fix Release

This patch fixes an issue that you may have been bitten by. Starting fairly recently, creating a campaign could take a very long time. The reason was that it was taking a long time to find the correct region in which to host the campaign.

We have rewritten the code, and it’s significantly faster now. However, if you do experience new issues around making campaigns, please let us know, as we are very eager to squash these bugs. You can report at https://feedback.talespire.com, and you can chat about all things TaleSpire over on our discord server.

Hope you’re having a good weekend folks.

Quick Asset Fix

Hi folks.

Thanks to eagle-eyed community members, we were informed that a recent update broke the position on a prop.

This patch fixes that issue. Thanks for the heads up, and sorry for the inconvenience.

See you in the next patch