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.