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TaleSpire News

Early Access Content Pack 36: Lost Garden

[p]Those who trample these paths alone will feed the garden overgrown.
[/p][p]This content pack contains the following new assets:[/p]
  • [p]11 props (misc shrubbery, thorn vines, a cypress, and a large, moss-covered rock)[/p]
  • [p]1x1 tile (gravel)[/p]
  • [p]2 miniatures (Ragnar the druid, and his fiery feline companion, Tashi)[/p]
[p][/p][p]We hope you enjoy building with the new assets. Thank you for your continued requests and fantastic support - until the next content pack![/p]

Release: Portrait Teleport

[p]Hi folks,

Today we have a small feature and a few fixes.

The feature is that you can now shift click on a portrait to start a teleport. This can be handy as a gm to get someone where you need them if they are not currently in view.[/p][p]

The fixes are as follows:[/p]
  • [p]We've fixed the board list play buttons not working for players[/p]
  • [p]Tooltips are showing correctly on board-folders again[/p]
  • [p]We no longer show default-board information to players, as that's only really relevant to GMs[/p]
[p] Until next time! [/p]

HotFix: Creature names visibility bug

[p]Hi again folks,[/p][p]It's been grand hearing all your feedback on the vision release.[/p][p]One thing we were alerted to, though, was that players were no longer seeing creature names at the correct times.[/p][p]It turned out to be a typo in the code, so we've quickly readied this patch to fix it.[/p][p]We've got more fixes and features cooking, but that stew will have to wait for another week.[/p][p]Happy questing![/p]

Feature Release: Vision Limits

[p]Today, we ship "vision limits," a new feature to help control what your players can see as they explore your devious dungeons.[/p][p]You can now set the distances creatures can see, and the players will only be able to see the things within range of the creatures in the party.[/p][p][/p][p]Of course, you can toggle this on and off per player and per board, so you have a lot of control.[/p][p]We have a complete guide over here showing how it works, along with a list of known limitations. We also have a video version of the same guide here.[/p][p]In the long term, we want this feature to be superseded by the (eternally distant) fog-of-war feature, but we all needed something a little sooner than that.[/p][p]Also, we have some additions for folks using hide-volumes in this release. There are now keybindings available for the following:[/p]
  • [p]Jumping straight to hide-volume edit mode. This is unbound by default, but you can find it in the settings menu.[/p]
  • [p]A keybinding for toggling the selected hide-volume on/off. This is bound to 'h' by default.[/p]
  • [p]Pressing the delete key while a hide-volume is selected now deletes the hide-volume.[/p]
[p]We hope that, while small, these changes speed up the hide-volume workflow. Hide-volumes were a feature we rushed before the early-access, and you can definitely feel it. We are collecting your hide-volume feature requests for when we revisit that feature in the future.[/p][p]Lastly, some bug fixes. We have:[/p]
  • [p]Fixed a bug where the lasso selection visual wasn't visible against the sky or in space mode.[/p]
  • [p]Fixed some AOEs & Rulers being partially invisible when only the sky or space was behind them.[/p]
  • [p]Fixed some props that did not hide properly when turned into creatures.[/p]
[p]And that's it! We hope you enjoy the vision limit feature, and we will be back as soon as possible with more fixes and features.[/p][p]Happy adventuring.[/p][p][/p][p][/p][p]-We had a release hiccup, but we are back, thanks for the patience-[/p]

Patch: More Doors, as in Double Doors, and other stuff

[p][/p]
[p][/p][p]This is more of an Art Patch than an Asset release. We've taken all the single doors and created double doors with new animations. There are also many tweaks to TileSets and animation additions.[/p][p]There will also be a new Asset Pack release soon! [/p][p][/p][p]Hope you all enjoy![/p][p][/p][p][/p][p]Doors[/p]
  • [p]Added double doors for all single-door assets[/p]
  • [p]Set the build direction of doors to always face the direction they open[/p]
  • [p]Made the Icon direction of doors consistent[/p]
[p]Desert Town Tileset[/p]
  • [p]- Fixed various alignment issues from player feedback[/p]
[p]Ship Tileset[/p]
  • [p]Fixed some pieces missing proper paint shading.[/p]
[p]Marble Palace[/p]
  • [p]Fixed "Ambient Occlusion" issue on tiles[/p]
  • [p]Changed and added a marble floor variant to make floors match walls when stacking tiles.[/p]
  • [p]Tweaked marble patterns to "tile" less.[/p]
  • [p]Tweaked texture shine in areas.[/p]
[p] [/p][p]Other: had to be reverted because of causing boards not to load:[/p][p][/p]
  • [p]Animation Added to execution props[/p]
[p]Base prop added from the gallows [/p][p]Animation added back on traps[/p][p]Animation added back on the bedside table[/p][p]NOTE HOTFIX: These will be reintroduced once we figure out what was causing the crashes.[/p][p][/p][p]Thanks for checking this out![/p][p][/p][p][/p][p]HOTFIX: We had to remove some animations on the old tiles we included. We are working on fixing these, but hopefully no more crashes. BUILD-ID: 19420869 - Download Size: Win / Linux 87.0 MB / Mac OS 90.9 MB[/p][p][/p][p]BUILD-ID: 19407249 - Download Size: Win / Linux 251.4 MB / Mac OS 254.9 MB[/p]