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TaleSpire News

Where are the creature mods?

Hey folks. Yeah, it's annoying, right? I thought we'd have them out earlier in the week, too.

What happened was that we started seeing people having real issues setting up the modding tool, so rather than using the package update system Unity provides, I'm knocking up something basic instead.

It's a slow, annoying process, but we'll get this to you as soon as we can.

I hope your week isn't too stressful.

Peace.

Creature Modding patch

Hi again folks.

Today's patch contains two fixes from bugs we spotted in a recent testing session:

  • One fixes the deserialization of a network message related to setting morphs on creatures
  • The second fixes a case where spawned creatures stay as ghosts and don't recover until a reload of the board.

That's all for now. Creature modding is still expected this week. We are having an internal meeting about it in a few hours. That means you can expect a post about the release by the end of today.

Seeya then.

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.