Tomorrow at 11:00 a.m. UTC, we will be undertaking a significant upgrade of our backend infrastructure. This will be our biggest one for a long time, so we are scheduling four hours for the maintenance.
As mentioned, this is a big one for us. Behind the scenes, we’ve been working on the changes we would need to not only scale the game to much larger numbers of concurrent players but to improve our uptime while doing so. Tomorrow, we land a chunk of those improvements. With these changes, we’ll be able to perform backend upgrades just as significant as tomorrow’s one, with zero downtime.
See you on the other side!
TaleSpire Early Access arrives on Mac!
🎉 It's finally out 🎉
At long last, we can welcome our Mac-bound brethren to the fray. Hail!
Well, we are just about there. Depending on where you are, we are shipping Mac support today or tomorrow. I've just signed a release candidate build and have it primed on our pre-release Steam branch.
Here's a fun shot from our recent testing. TaleSpire running on Windows, Mac, and Linux, side-by-side and in the same board.
And here's a slightly clearer shot
Alongside the mac release we also have:
Updating the cut volume to work with all tiles and props
Tweaks to improve reconnection behavior
Allowing Symbiotes to subscribe to creature selection changes.
So even the purely Windows parties will get something out of it :)
That last one can potentially allow some very cool Symbiote integrations as creators can now react to the player switch between their characters in real-time. It's pretty speedy with group selections too.
Right, I best get ready and rested for the release.
Have fun folks!
Disclaimer: This DevLog is from the perspective of one developer. So it doesn't reflect everything going on with the team
Early Access Content Pack 24: Monster Mash
Greetings once again!
Today we have a new update containing a Monster Mash and a revamped version of Dungeon01, which we've renamed Dungeon Cellar. The Cellar has been toned down on the "fluorescent yellow/green" and beefed up with more polygons, giving it more of a physical look. These changes need to be felt, so be sure to revisit any creations you may have that feature these tiles!
Content Pack 24 Contains :
Unicorn
2 x Sphinx
2 x Troglodyte
Revamped Dungeon01
Other Fixes :
Symbiote popup scale fixed (contents were 80% of the correct size)
The Prison Cage door is animated to open and close
Three old doors have been deprecated and replaced with re-sized versions for a better fit.
We hope you enjoy your time with these mythical beings and the new foundation for delving underground.
Till Next time!
BUILD-ID: 11988135 - Download Size: 105.2 MB
TaleSpire releases on Mac one week from today!
Hey folks!
The title says it all, we are shipping an official Mac version of TaleSpire seven days from now, on the 24th of August.
With that release, it will be possible to play TaleSpire on Windows, Mac, and Linux[0]. Naturally, Symbiotes, and the other modding features coming in the next few months, work across all three platforms, so nothing should stop us all from playing how and where we prefer.
As with our early Windows versions, the Mac build has its limitations. The big two of which are performance and architecture.
Apple has made it clear they are moving their machines to Apple Silicon. Due to this direction and the size of our team, we are sticking to only supporting that architecture.
While being very capable, we don't feel we have tapped into the power available in M1's GPU. We will be digging into improving performance in future updates, especially as we look into doing the same for lower-end Windows machines.
Thanks to all of you for stopping by. We are delighted to finally bring TaleSpire to all of you who have been asking for Mac support for so long.
This is far from the last significant announcement for the year. We will let you know as soon as the next one is ready to talk about.
Happy Adventuring.
[0] Linux support is via Proton, which has served us wonderfully so far.
TaleSpire Update - Focus and Effect
In this update, we have a fix and a feature.
Let's start with that feature. GMs can now right-click on rulers made by other players and turn them into AOEs.
We have also fixed a bug where switching back to the TaleSpire window could cause 'jumping' due to inputs that occurred while TaleSpire wasn't focused. Thanks to all the folks who provided info on this, it's been a long-term bug, and it's good to be squashing this one finally.
That's it for today. We've got lots more coming this year, but we'll save that for the dev-logs.
Ciao
Kickstarter "Help Design" Tier Pack 02
In this way, overdue update, we're featuring more of the assets from our "Help Design" Tier on Kickstarter. It's been so much fun continuing to work with "Help Design" Tier backers to get their props in-game. Thanks again for making it such a blast to work on these.
Here is the patch content, along with some screenshots featuring this unique set of props:
"Help Design" Tier Pack 01 includes the following:
Props:
Giant Dragon Head and ribs.
An Animated Tomb on a Plinth
A mysterious animated device
Other fixes:
Fixed some mods not appearing correctly in the community mod browser
We still have some characters/creatures and the Adventures remaining from this particular set of Kickstarter Tiers. We'll be continuing work on those shortly.
On other Art related news! The focus of late has been on the Mega Dungeon, which will feature pieces for building round towers and diagonal walls! Going out late next week, we have a revamp of the Dungeon01 set, renamed Cellar, releasing with another Monster Mash.
We hope everyone enjoys this mashup of exciting props!
Till next time!
BUILD-ID: 11896768 - Download Size: 59.8 MB
TaleSpire Update - Symbiote feature and Asset fixes
Today's update brings a new feature to Symbiotes and a bunch of asset fixes. It contains:
Fixes for various typos in tags and asset names.
Fixed asset thumbnails for Moorgoth floor tiles, which previously didn't match the actual asset.
A fix for the cases where "{thing}" appeared instead of a readable name when players requested to interact with specific assets.
Replaced thumbnails for sci-fi ship hull assets where a different angle made them more legible.
An optional popup mode for Symbiotes. This helps Symbiote creators handle logins for some sites.
Many sites use providers like Google, Facebook, or Twitch to handle logging in to their services. These login systems often pop up a temporary window where the user logs in before being handed back to the original web page. Previously, Symbiotes couldn't handle this, so using some online systems popular in the ttrpg space was impossible.
Seeing a steady stream of Symbiotes being added to the repository has been a delight. We are yet again excited to see what Symbiotes arrive now this critical shortcoming is being resolved. As always, big thanks go out to the community, especially those folks who reported this issue and showed us what they needed.
Until next time,
Happy adventuring
p.s. This is a surprisingly hefty update at 2.4GB. We believe this a side effect of build changes we had to make for mac support. Update sizes should be back under control soon.
TaleSpire Bug-Fix Release
The goal of this patch was to fix a bunch of tiny issues, but we snuck a bigger fix in there too.
Fix help text for AOEs as it included info only relevant to rulers.
Disable creature keyboard movement for players when in cutscene mode.
Allow scrolling over board bookmark items.
When using the rename keybinding, creature names had to be at least three characters long. This restriction has been removed
Fix case where our HeroForge model cache wouldn’t delete dirs that still contained files
Fix bug that stopped the installation of mods to different drives
If you remove your HeroForge account while in the HF browser we now switch to the mod-browser
Fix more UI reveal errors affecting players
Symbiotes: The rulerResult objects were missing the ruler id. This is now fixed.
Group Selection is working again
We are making good progress on the macOS release. We’ve had our testing session and are working through the bugs we found. Keep an eye on the dev-logs for more news!
NOTE: We have had to change our setup on Steam in preparation for the macOS release. This means that, even though almost no files have changed, Steam is forcing a full re-download. The next patch should be back to a sensible size. Thanks for bearing with these inconveniences during this transition.