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TaleSpire News

First creature-modding patch

It’s not even a day since the Beta started, and we have already had some lovely folks trying things out and uncovering some bugs.

This fix tackles two of them.
  • A case that stopped some creature meshes from loading properly
  • Creatures not hiding when they should (line of sight, gm hide, etc)
This is available on the creature-mod-beta branch now.

The mesh bug also affected TaleWeaverLite, so you can find the latest build, with the fixes, here: https://files.dicewillsuffice.net/TaleWeaverLite4.zip

To those not in the Beta, we haven’t forgotten you either! Tomorrow, we have a bug-fix patch coming your way.

See you then!

TaleSpire’s creature modding beta has begun

Yup, it’s Beta time again. Let’s get testing!

[h3]The Whats, the Wheres, and the Hows[/h3]
Here is the guide to the Beta. It covers:
[h3]What comes next?[/h3]
A lot changed behind the scenes to make creature mods possible, so we expect plenty of bugs[0]. To that end, we are keeping this in Beta for two weeks, so we all can kick the tires and see what breaks.

After that, we will open the floodgates and release it to everyone!

If you find broken stuff, please let us know on the bug-tracker. We will also be around the Discord if you want to ask questions (I’m @baggers over there).

This feature was a heck of a side quest, and it is only the start of what we want to do when it comes to adding assets to TaleSpire. We are super excited to see what you talented folks do with it.

Have fun!



[0] I found three while making the guides :|

Creature-modding Beta arrives on Monday

Heya folks,

We have wanted to give you the ability to add your own creatures for a long time, and so we are thrilled to say that on Monday that feature arrives in Beta.

The creatures themselves can already be made using our TaleWeaverLite plugin for Unity[0].

You can drop those mods into a folder, and TaleSpire automatically finds them and makes them available.


But that takes an entire mouse click.

UNACCEPTABLE!

Instead, TaleSpire can automatically find and fetch mods from repositories hosted online[1].


At release, we will support fetching content from the official mod repository on mod.io, but the code behind the scenes is ready to support community-hosted repositories as soon as we finalize the API. If that interests you, keep an eye on our dev-log for future updates.

We will be live on Twitch tonight at 22:00 CEST to catch up with the community, so please drop by if you have questions!

A big thanks to the community for their patience and support as we built this feature; the path is so often more windy and gnarled than expected, and having such a chill group behind us has been immensely reassuring.

Onward to Monday!

[0] Both the plugin and the Unity version required are free.

[1] The default option is to show you what content is missing and give you a one-click install. However, you can also choose to trust all content from a given repository, at which point TaleSpire will simply fetch and install it for you.

Return of the dev streams!

It's been too long since the last dev stream, so let's kick 'em back off and make them a regular occurrence while we're at it!

This will be...
[h2]Bouncyrock's Bi-Monthly Banter[/h2]

Our very first stream is set to kick off on Friday, February 9, 2024, at 21:00 UTC. The future schedule is planned for the second Friday of every other month at the same time. There will also be an event on our Discord server to help serve as a reminder.

At that time, you'll be able to pop into our Twitch channel and join us live. We're planning to talk a bit about what we've been up to and what's next, and having some Q&A with anyone who shows up to chat.

Don't worry if you can't make it live; the stream will be available as a VOD on Twitch and over on our YouTube so you can catch up on all the latest updates and discussions at your convenience.

We're excited to catch up with you all. So - grab your calendars, set those reminders, and join us for the very first of hopefully many.

Stay creative, and see you soon!

Asset position patch

Something in yesterday's build went a bit screwy, and the positions of some random assets got messed up. This patch resolves that.

A big thanks to the folks who spotted and reported this.

Now, back to our regularly scheduled programming.