Early Access Content Pack 2: Sanctum of the Blood Queen
[previewyoutube="pkBHDVA2VVI;full"]
The second Early-Access content pack. Featuring a bedroom set fit for a diabolical queen as she surveys her realm from atop her balcony.
Also, watch out for her minions, the cunning Jester and the Haunted Armor, as they're surely up to no good!
Here is a list of added content, changes, and bug fixes.
Creatures:
The Blood Queen (Vampire Countess)
The Jester
Haunted Armor
Props:
Canopy Bed
Dresser
Vanity
Chair
Fireplace
Mirrors
Paintings
Fancy Pillows
Other Asset Changes:
Leaf Bed
Palisade corner tweaked.
Moorgoth carpet corner tile variants.
Changes / Bug Fixes
Added UI buttons for Copy/Cut/Paste
Increased the tap time threshold from 0.2 seconds to 1.0 seconds on Copy/Cut/Paste/Undo/Redo keybinding.
Flying Indicator now respects props
We're working on fixes for the Copy/Paste keyboard problem, which is turning out to be quite elusive. The added UI will make it accessible for everyone until we can find a proper fix for the key bindings.
Have fun! And see you for our next patch!
Early Access Patch 6
It is that time once again.
This patch brings the following:
A fix so that creature names no longer show when should be hidden
Improved performance of creature name layout
Increased max number of non-unique creatures per board. The max is now 600.
If someone tries to paste a published-board URI rather than using the standard mechanisms, then accept it and present the standard UI
A tooltip to explain that only campaign owners can publish boards from the campaign.
The ability to place gm-blocks on top of props
Fix some creature state not being cleared correctly on delete
A fix case that handles cases where self-illuminated creatures, such as ghosts, did not enable their lights on load.
A fix for cases where hide volumes did not update torch and light state.
We are now back off to the Spire to hammer out more fixes. Fare thee well!
Early Access Patch 5
This time we have an update purely focused on fixing markers, which should now behave as expected.
Beta players should find that markers that were created before the release are accessible. For those of you who had new markers vanish since the release, you may also find that these have been restored.
In this patch, we also fix a sync bug where gm-blocks would not sync if that part of the board had been modified.
One known bug is that publishing a board does not include the markers. This will be fixed in an upcoming patch.
We have plenty more in the works, so stay tuned!
Early Access Patch 4
Hi everyone. It's update time again, and we have a few fixes and a small feature improvement:
The hide-plane region now always includes the camera. Things should no longer appear between the camera and the camera look-at-point when they should be hidden by the hide-plane.
We've fixed the knob controlling the sun to have the height of the day be upwards.
We have fixed some bugs in delete and undo that were causing corruption of parts of boards.
A bug in the hide-plane has been fixed, so it now interacts correctly with un-deleted things.
The range of Atmosphere fog has been expanded, allowing for less and more fog.
See you later in the week with more fixes!
Early Access Content Pack 1: Siege of the Cackling Horde
[previewyoutube="lB5fUIbOmVk;full"] Here is our first Content pack since the Early Access release. We're starting off with some city defenses and a group of suitable raiders!
Here is a list of added content, changes, and bug fixes:
Creatures :
Gnolls (Warrior, Archer, Alchemist)
Hyena
Tiles and Props :
Palisade TileSet
Palisade Door
Palisade Various props
Abatis
Various stone and wood debris
Maple leaf piles
Animal Bones
Changes:
Moved some creatures from Monsterious into Humanoid and Construct
The Moorgoth flat roof texture tweak
Bug Fixes:
Fixed where compass would lose events once PhotoMode had been enabled once
Fix another initiative order issue when deleting creatures
Fixed where hidden creatures could create bright white shader artifacts
Thanks for all the wonderful feedback!
Onwards to our next Patch! BUILD-ID: 6591993 - Download Size: 717.8 MB
Early Access Patch 03
This patch brings an assortment of fixes to issues reported by the community.
Thank you for all of the help we've received on the issue-tracker. Your pictures, videos, and step-by-step guides have allowed us to replicate and fix everything below.
Fixed a bug where deleting a tile or prop could leave behind the colliders
Line-of-sight dependency issue no longer causes other systems to not be initialized
Fix a bug where tiles that were moved, were then not interacting correctly with the hide-plane
Fixed a case where moved tiles were pickable when hidden
Fixed a case where the hide-plane can skip tiles at certain positions
Fixed the slab tool as it was not respecting the rebinding of the 'rotate 90 degrees' button.
Fixed a bug where interactable assets were using the wrong colliders if they had a mix of static of dynamic parts
Fixed a bug which could result in creature state not being saved
Fixed a case where leaving photo-mode while UI was hidden caused some UI to be invisible
Fixed a bug where the initiative list is cleared if you delete the creature who is currently active
Fixed an error when trying to respawn a deleted unique creature.
Fixed a bug allowing players to teleport creatures they don't own
Fixed spelling in the grid sample button tooltip
Improve region handling of tile size and ruler measurements
Fixed incorrect help bar entry for creature teleport
Improved stats and hp handling of large values
Fix significant lag when pressing the zero key in the main menu
More updates coming soon!
Early Access Patch 02
Our second Early Access Patch is a bit of a smaller one as we're working on some bugs that take up more time. But in the meantime, we wanted to push out a few other fixes.
Here are the fixes/changes in this Patch:
Fixed error when another player finishes using a ruler
Fixed where dice roller wasn't checking for props (causing dice not to hover on cliffs, for example)
Fixed where auto Move Hide Plane was not checking for props
Fixed where Rulers were not snapping to props.
Added ability to spawn creature as hidden by spawning them in the GMOverlay
Fixed where "Remove All Dice" wasn't showing on the Dice GM Radial Menu.
Fixed creature out of bounds error on load
Thank you all for the feedback so far.
Onwards to the next Patch!
BUILD-ID: 6572116 - Download Size: 7.2 MB
Early Access Bug-fix Patch 01
Here we are with the first bug-fix patch of this new release. Here are the fixes:
Better errors if board data fails to pull
Save icon updates after sync now
Alphabetical sorting of the music/ambient tracks
Improve line ruler, so you don't see the backfaces
Fix sync of hide-volumes to players
Fix case where explicitly hidden creatures were visible after sync
All Audio now goes through the Master Volume Control.
Underwater muffle sound should be working as intended again.
Fix 'phantom creature' bug. Where choosing a creature asset while holding one created an un-clickable duplicate
Fix uniques not teleporting when placed into a board they are already in.
Changed fog keybinding UI so it cant be bound to mouse inputs
Added a way to remove fog-of-war inside a selection
Radial Menu should now behave better at different resolutions and properly work with UI-Scaling
Radial Menu text now tries to avoid overlapping with the buttons.
The game now handles settings files getting corrupted, remaking a new one.
Fixed some tutorial videos not loading
Added Tutorial for the Hide Plane (Green diamond)
We had to rebuild the tutorial assets, which made the update a bit bigger
Thank you all for all the feedback. We'll continue squishing those bugs
Till next patch!
BUILD-ID: 6555595 - Download Size: 344.5 MB
TaleSpire Dev Log 269
Hey everyone,
A lovely player on reddit spotted part of our EULA that concerned them. It was about how we could use section 14.2 to potentially police the community based on in-game actions (like chat).
This is clearly overly broad and needs revising. We will get that done. Also, we'd like to clarify we don't store your chat logs. The chat messages are sent via our servers but are never written to the DB or other persistent storage. The Lawyers went broad to make sure we were well covered. But we want to pull back on some of this, as it doesn't align with our intentions.
While we are on this topic, another use also worried about a EULA interpretation that would impact professional GM'ing. We are 100% in support of people using TaleSpire professionally and will look to clarify this in the EULA.
In our experience, the back and forth with the Lawyers is slower than just fixing bugs, but we will keep you posted with news as this develops.
We also want to natter about the EULA and its language in a future DevLog and potentially a DevStream.
Thanks a bunch to those who have reached out about this. It can be so easy to get lost in bugs and let other surrounding details slip by.
Have a great day!
TaleSpire - Early Access Release!
[previewyoutube="iXrRFOhghXw;full"]
Greetings!
It has been a long time coming, but we're finally available as Early Access on Steam. The next couple of weeks will likely see many bug patches as we get more players building on our servers, so bear with us while we get those sorted. The game is Early Access, after all, so expect changes and additions along the way. We're also restarting our regular asset drops next week, so keep an eye out for those.
Thank you to everyone who has been a part of TaleSpire so far, and to new players, welcome! We hope you'll journey with us through this Early Access development cycle.