The start of the new Landscape Editor has been implemented, which includes:
A collection of starting maps for users to manipulate, along with map management so users can create, load up and delete maps now.
New user interface to accommodate the changes to the Editor.
A Select, Sculpt and Paint tool which allows you to place and manipulate props, sculpt the terrain and paint on the terrain respectively.
The ability for the GM to cull the roof and walls on structures so they can keep track of their players more easily.
The ability to toggle on and off a grid for use in measuring distances and combat.
A larger selection of buildings and props to fill out a scene.
A search tool for props to quickly find what you are looking for.
New keybinds for quickly interacting with the new and existing interface which you can find information on here.
Updates to the Character Editor:
Made adjustments and updates to the user interface so it is cleaner and easier to navigate.
Cleaned up morphs on both the Male and Female characters and reduced the amount of morphs available to morphs that have a visible impact on the characters.
Added new images of the characters on the Race select screen.
When a user picks a class in the Class select screen it equips that character with a suggested armor that that class can wear (it can be changed during customization).
Added morph presets so that you can quickly pick a look for your character and make adjustments if you wish.
Added more selection of hair styles.
Added 13 additional base armor sets so you can customize your character to wear a wide variety of armor based on Class specifications or personal preference.
Tweaks to where your character is positioned on screen so it is not blocked by elements of the user interface.
Adjusted lighting so that when a user digs a tunnel or cave into the terrain they appear darker inside.
Some performance tweaks with lighting to speed up loading into and playing in maps.Player characters stats and appearance not loading into the game for themselves, the GM and other players.
Morphs and customization selections being remembered when going back and changing character races (for example if you changed your skin green and went back and selected a different race their skin would remain green).
After saving changes to your character it would log you out of your account.
Placeholder NPC was not letting users upload or apply images.
Crash when loading into a live map.
Crash when placing an NPC onto a landscape.
Crash when toggling in and out of full control in the Character Editor.
Crash when you hit the Back button in Race select screen.
Landscape and trees clip through buildings (an interim fix is to sculpt down the terrain where the building is placed).
If the GM reloads or loads into another map while players are loaded in they can occasionally fall through the terrain (an interim fix for this is for players to open the Options menu and click on Reset Position which takes them to where the player spawn is placed).
Occasionally if you create a new map while live the texture on the terrain will not update to what is selected but will retain the texture of the map previously loaded into.
When you load into a live map pre-generated trees may occasionally not load in for the GM, they are visible to the players.
The surrounding “static” terrain does not update to match the terrain type loaded into.
Reset Position does not work for a GM unless they are possessing and NPC or Player.
When the GM tries to rotate an NPC or PC it only turns the upper torso.
Some prop icons in the props menus have inconsistent backgrounds.
Items in the Library are not getting added to inventory (attacks and spells are).
When you hit Cancel on the Retrieving Games pop-up in the Main Menu it signs you out of your account.
Morphing certain areas of the body causes the character to clip through the armor.
Capes on shorter races are sitting weirdly on their shoulders.
Occasionally when you view the Race select screen the images for the Males look bunched up (an interim fix; switching to Female then back to Male resolves this).
The new character editor has been implemented, you will now be able to completely customize their looks, colors, accessories and armors
3 new sets of armor have been visually implemented for the character creator, scale mail, plate mail and chainmail
You are able to play test your character in the editor, giving players the ability to set up their weapons ahead of time while not inside of a live game+ Stat calculations include your character racial modifiers
Most sliders have been moved to the advanced section, presets are now implemented for the basic customization
There are now 4 hair styles to choose from for your custom character
Color names now implemented for hundreds of colors, now you too can tell the difference between Wild Watermelon and Outrageous Orange
Various goblins scattered across the character testing map, they will automatically attack back if targeted and attacked
Fixed an issue with armor not properly adjusting with your body sliders
Fixed a bug that would crash the game whenever players switched between targeting modes
Fixed an issue with player characters not loading in correctly in a live game
Weapons will no longer be left floating in the air if a character disconnects from a game
Targeting indicators won’t follow the player or the npc they are placed on top of
Targeting indicators will not clear if the player who set it down disconnects from the game
Picking your starting gear in your character information tab will not actually add it to your character
Targeting system is now available for both players and GM’s, by using the targeting tool you can select individual monsters or multiple at the same time.
Notification system for the GM is now available. Whenever a monster is targeted and a weapon attack is used, the GM will receive a notification which outlines the person performing the attack as well as who they attacked. A GM can apply the results or deny them, even modify them if they wish. Upon applying the results, the attacked monster will perform a dodge animation if they were missed or an impact animation if they got hit.
Fully automated mode can be toggled on (off by default), this makes it so the GM does not receive notifications, instead the result is automatically applied. Mode can be toggled in the in-game menu.
Character builder alpha is now available for public testing, try out all of the customization options!
A limiter now exists inside of the details panel for GM’s, this limiter will let you know how many tiles/props/npc’s are in your world. For the time being this number cannot exceed 10,000 if you wish this map to be used in a live game. Keep an eye on the Limiter as you build out your worlds.
The builder area has been modified, it’s no longer a golden brown. It is now very defined.
GM’s can now load maps in live games without breaking the characters of connected players, this allows a GM to create worlds with as many maps as they wish that can be loaded during gameplay for transition between places.
Cyclops was not an SRD monster and got removed.
Placing grasslands across non grasslands tiles will create grass over other tilesets if they intersect.
Tiefling female tail does not behave like a tail.
Some tilesets will not build properly if they overlap on different levels.
Details panel is now available part of the top hud, it is minimized by default. When no props are selected, it will display the time of day. When a prop is selected, you are able to modify it’s location, every rotation (yaw, pitch, roll) and even non-uniform scaling across x,y,z.
Day/Night cycle is being set via the 24h clock. The sun position and its light direction is directly affected by the clock. By default, the time of day is 12:00 which is mid day.
Many new props added for cemetery and a few redwood trees.
Halloween themed monsters have been added to the game, enjoy your army of the undead!
Locks are now available for all doors and chests via the interaction menu for a GM. By default everything is unlocked, GM will need to specify what is locked.
Commoners have been implemented into the game, every possible player race is now also available as a commoner.
New loading screen transitions are now implemented.
New double stairs which allow you to get up to the second floor rather than halfway.
GM can toggle the visibility of the build grid via G on the keyboard.
Run and walk toggles implemented for player movement, you can toggle run on/off via Page Up and walk toggle on/off with Page Down.
Fixed a huge problem with giant rooms being built, there is a limit to how many props and tiles a map can hold.
Fixed a bug that allowed you to scale and rotate rooms that you mass select.
Fixed a movement bug which made it so monsters don’t play the proper walk animation based on the direction they are facing when possessed by the GM.
Fixed being unable to select things after you un-possess a character.
Fixed some crashes due to large maps.
Fixed interactions to persist across players loading in (doors will stay open if they were opened, chests will be empty if they were emptied).
Sometimes the details panel will not give you the proper time of day when you first open it.