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Cult Engine 3 (internal codename: TaleSpire)

Moderator: JC Denton

Re: PC TaleSpire

Unread postby icycalm » 04 Dec 2021 17:31

Haven't posted TaleSpire screens for a while, and now that I learned that it runs great at 4K [ > ], I felt like it's time for an update.

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The above is from one of the campaigns you're playing right now. I am not including a link to not tempt you to click it and find out which one. Look at how tiny the characters are in front of the main entrance. Have you seen such scale in any CRPG? That complex is probably larger than the entire town of Cyseal in D:OS1. AND it might well have underground sections! Can you imagine a running battle across this entire complex? Meanwhile CRPGs give you one room at a time, and it doesn't matter if whole explosions are going off in there, the people at the next room never come to investigate lol. Imagine how much fun you would have figuring out how to infiltrate the place. There are so many approaches that each one would play like a different game. Show me one CRPG that comes anywhere near this. And in D&D every other encounter is like this, with some having whole castles with full freedom of movement and hundreds of enemies inside.

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What the entrance looks like from up close.

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I might have posted the one above before, but it's worth posting again as it's insane. And the weather effects aren't even in yet. Imagine it snowing. Campfires already flicker btw. And spell effects are on the roadmap. Imagine a battle with spells and snow and flickering campfires in the middle of the night on that hill, and epic music (TaleSpire includes music tools). And advanced combat rules so that people are pushing people off the cliff... It'll be pure insanity. And THEN you'll thank me for insisting on streaming every moment of the world and going through countless hours of sound checks and the like. It will seem like a crime against art to not stream such a scene.

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This is underwater. We might have to play the Azlant underwater battles in TaleSpire. They are notoriously hard to run on tabletop or 2D VTT. I think by that time I might have learned to build boards. Or probably there will be people building them to order for payment.

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Baldrax wrote:"The Dragon is on our side right? RIGHT?!"


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The above is 4K. Click and zoom in to see the detail. I love the way it takes the roof off when you zoom in. EVERY piece of furniture can be moved around, or removed, or added. You can stack a room full of beds and start a shop selling beds if you want. You can import ANY kind of 3D model. NOTHING is impossible apart from what you can't imagine. Truly the most imaginative program ever that is the perfect complement to the most imaginative game ever, which is D&D. All I did was imagine an overworld with true freedom of movement on top of that. That's all that D&D needed to become the best artwork ever.

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Are you sure you won't post a guard?

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Cannon ready to fire at a keep. I don't think there are D&D rules for this. That's when we switch to wargame rules. I am sure Warhammer has us covered.

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Look at the shafts of light. We could have used those for the broken ship deck in the fishery encounter.

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Over-the-shoulder view from troll's viewpoint. Perfect tactical combat, with characters capable of flying around while the system maintains perfect precision. The minis aren't even centered on squares, but it doesn't matter because there is a ruler and also area-of-effect calculation for spells. You can move one foot if you want and the tactics can handle it. You don't need to move five feet at a time.

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Insane atmosphere above.

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Now this is a boss fight.

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If we could pin the players' cameras over their shoulders like the above, exploration would become insane. Every step becomes meaningful when you can no longer see half a mile all around you, over obstacles no less. Camera restriction for players wasn't possible last time I checked, but many people are clamoring for it and modders are trying to put it in. Maybe they already have. I have no doubt the devs will put it in eventually. They just haven't got round to coding it yet. They are against first-person, but that too will happen one way or another, I am sure of it.

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Such clean lines and stunning lighting. It looks unreal—too clean to be real—which to me adds to the fantasy. Kind of like Xbox Ninja Gaiden, if you get what I am saying.

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Appryntice wrote:"The stablemaster makes a mean cider!"


Look how he has placed on the ground individual clumps of hay.

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That's one mean-looking party. Would you fight them if you met them in Kingmaker Ultimate Hexcrawl? With your entire party and campaign on the line, as I cue in epic battle music?

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Such a rich interior.

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The desert terrain looks great because you can't make out the separators between ground tiles. As I was saying on Discord earlier today, the devs are working on a foam terrain that you can shape any way you want, thus getting away from the current Minecrafty-terrain which is the game's biggest aesthetic drawback, and that will massively increase the beauty of everything, and the realism. Even Life is Feudal doesn't have such detailed terrain deformation.

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Wanna add a stable to your home, and stack it with purebred horses?

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Pure overhead D&D mode for when the situation demands it.

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Chests, backpacks, pillows, all neatly placed in your tent exactly where you want them. But isn't it time you upgraded to a proper home instead? Or something like this below is more to your taste rather?

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Pops Offington wrote:"It's just you and me, Amaran."


Spell radius calculation makes the scene look even cooler than it is. Who knew that a mere ruler would add to the atmosphere? The character on the left is flying btw, and the area-of-effect calculation takes that into account too.

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Ghoul perspective, 4K.

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More awesome ruler madness. When TaleSpire gets ruleset automation... I don't see how it will be different from a CRPG.

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Ruined fort. Wanna fix this place up? But first you must clear it of its denizens.

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Such clean lines and cutaways. I feel like kissing the wood. TaleSpire certainly has a unique aesthetic. Casuals would call it "indie", but I can't think of an art direction further removed than "indie" from this. It's inspired.

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Zoom into her face. It's a stunning scene.

I'll end this here. There's already enough content in the game for the equivalent of several videogames, and they've only begun. I could keep posting pics forever.



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And here's some Warhammer for an encore lol. Okay I am out for real now.
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icycalm
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Re: PC TaleSpire

Unread postby icycalm » 04 Dec 2021 23:44

I just messaged this to Istallri Astra, the best TaleSpire creator:

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The mansion I refer to is this: https://talestavern.com/slab/mansion-part-1/

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Can you imagine this mansion with guards and servants everywhere, and the players relaxing in the library and discussing Opparan politics while appropriate classical music plays?

So that's the best mansion available right now, and we could have it for free, but it's too big for our needs. If Robo had taken the Noble Scion feat he would have been from a major noble family, and he could have had this. It's too late for that now though, we've already streamed a ton of scenes. So we'll see what Istallri says. He's not the only good creator, so if he declines there are a few other good ones I will try. Robo, if you can chip in for the price it would be helpful, otherwise I'll take care of it. I don't expect we'll need to buy a LOT of buildings. Most of our needs will be met with the free ones, and remember the game will explode over the coming months, no doubt about it. Check its Steam rating. There will be many more free buildings and terrains in the future. Occasionally though we'll need to custom-order something, and I think it's worth it. If every asset we put in the world is beautiful, we'll end up with... a beautiful world. We're already collectively spending thousands of dollars a year on this; what's a few more bucks now and then? And as a bonus, the money is supporting the TaleSpire scene on whose success our own world's success depends.

Once I have the building, I'll give it to ysignal. We'll order your Hero Forge miniatures, and he'll try to import them in. Then we'll take a good picture and put in on the overworld, including overhead pictures with all the floorplans. It will look like any other map in the game, only fully 3D. And the building isn't going anywhere even if Robo gets killed. His family will still live there. Same goes for recoil's shop. We're effectively building Golarion in 3D one structure at a time.
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Re: PC TaleSpire

Unread postby icycalm » 08 Dec 2021 20:20

https://talestavern.com/slab/shipwreck-2/

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Gorgeous shipwreck. And there aren't even any naval pieces in the game, this is all hacked together with house pieces. Imagine when they put in proper ship tiles (which they have said they will, and it's the most requested tileset).

And btw, the Skull & Shackles campaign has full naval battle rules. We WILL be able to render entire FLEETS of ships in TaleSpire and play out the battles using these rules, and if there is boarding action you zoom in and play it out with Pathfinder rules. And you will be able to salvage wrecks afterwards, look for treasure etc. (not just your group, but another group too if you get wiped out), exactly how Starbase wanted to do it, but without Starbase's inane insistence that you play 40+ hours a week and the game continues without you.

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You can even go underwater and pick up individual floating debris. And explore the full wreck with full underwater breathing and swimming rules.

https://talestavern.com/slab/forgotten-graveyard/

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https://talestavern.com/slab/desert-rui ... ffin-nest/

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Graveyard and griffin nest released just after the fog update. Look at how much atmosphere a little fog adds to the scene. We're not mentally ready for what we'll see when rain and snow get added. The ultimate would be wind that moves the trees etc., and animated water. That's probably too much for these devs, though you never know what they might do long-term. Either way, someone will do it eventually, and the way that development in this field is picking up, I doubt we'll have to wait long. A couple of years at most, I am guessing.
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Re: PC TaleSpire

Unread postby icycalm » 11 Dec 2021 14:51

https://twitter.com/culturevg/status/14 ... 9978168320

icycalm wrote:Your terrain is extremely well-built. I've never seen terrain blend so well with town outskirts. Congratulations! You should put it up on Tales Tavern, I'd love to use it. Or you could DM me the string if you don't want to share it widely :)


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This guy makes the best terrain I have seen. Look how naturally it blends with his town outskirts. Look how small the characters are, and how dwarfed from the environment. And he's not even including any cliffs or anything. If he had giant cliffs that topped the clouds all around them, you'd finally get a sense for the awe-inspiring scale that's possible in TaleSpire.

Imagine exploring the Pathfinder world like this, one tile at a time.

Well, you won't need to imagine for long because I'll have it ready to play before New Year's.
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Re: PC TaleSpire

Unread postby icycalm » 24 Dec 2021 22:25

Got Robo's manor!

https://talestavern.com/slab/mansion-on-a-cliff/

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It was made by a relatively new creator who's been making waves in the community; he's very good.

The building is on a cliff on his board, but it should be easy to get rid of the cliff. We'll need to learn to make small adjustments to stuff for cases like this anyway, and also for modifications to the terrain and buildings that the player characters make. If Robo wants to take down a wall, or build another floor on top, he should be able to if he can afford it. Or grow a garden, or whatever. There's no way to have other people do this stuff for us, we need to learn it, and getting rid of this cliff will be the first step. Maybe some day some of us will even get good at building stuff from scratch; that'll definitely be a huge boost to our world, so whoever feels like practicing, get going, and post your results in a new thread so we can give you feedback.

Back to Robo's manor. When I get rid of the cliff, I will post the final result in the War for the Crown campaign thread. We might also want to build a little bit of Oppara around it, like the immediately adjacent streets, etc. There are other boards that we can copy-paste this from. The end result, with the characters inside, Robo's family, and a full retinue of guards and servants and street passersby, should be stunning.

Obviously we'll get rid of the satanic circle and dungeon door, unless Robo wants it to be that kind of family.
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Re: PC TaleSpire

Unread postby Robomoo » 25 Dec 2021 01:53

The manor looks incredible. And yes, I do want to get rid of the demonic stuff. I'm installing TaleSpire now and if it works on my laptop I'll see what I can do to remove it and the cliffs.
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Re: PC TaleSpire

Unread postby ysignal » 27 Dec 2021 09:13

I did some work on the paper minis. This time I made the card from scratch in Blender:

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I included a small tab at the bottom so that the card touches the center of the base without cutting into the rim. This time the edges aren't rounded off at all, but I'll figure out how to do that soon.

During my testing I've been seeing an apparent bug in EAR where the base disappears after reloading TaleSpire. I posted a message in the modding Discord to report it.
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Re: PC TaleSpire

Unread postby ysignal » 27 Dec 2021 10:10

I just tested a workaround from the Discord, and it works. What you need to do is add a built-in mini to the board (if it doesn't already contain one) and reload it. When it reloads, the bases should reappear and you can get rid of the built-in mini.
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Re: PC TaleSpire

Unread postby icycalm » 31 Dec 2021 16:39

About that mod that makes minis follow a leader. That’s basically AI. So it occurred to me to modify this mod so that instead of following a leader the minis can be told to “follow” a specific point on the board, i.e. to just go there. This would be like clicking and sending units in an RTS and would be invaluable for us, especially in the West Marches campaign. After all, you aren’t gonna want to send your character first in every engagement, and if you have many mercenaries you’ll want to give them orders to split up and move tactically, flank etc.

We can ask in the mod Discord or one of us can give it a try. It isn’t necessary, it’d just be nice to have.
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Re: PC TaleSpire

Unread postby icycalm » 31 Dec 2021 16:45

I’d rather not have the tab at the bottom of the paper minis. The base is already inelegant and adding a second base worsens it. One solution if possible would be to modify the TS base to raise the central white circular part so that it’s flush with the dark circular border and then the paper can sit right on it. Another option if we can’t manage this is to just lower the paper as far as possible so it’s flush with the circular border. There will be a little air gap but I prefer it to the tab.
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Re: PC TaleSpire

Unread postby icycalm » 03 Jan 2022 22:43

Walk Plugin
https://www.youtube.com/watch?v=1xO52uaanJg

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This is referring to a blow-up between me and the TaleSpire modding community in their Discord. The exchange is in the "welcome" channel of their Discord. Or "introduction" or whatever, can't remember the exact name. Maybe at some point I'll copy-paste it here so people can see what we're up against at the highest peaks of art. EVERYONE is against us, even the people who are making the very tools which we need to use.
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Re: PC TaleSpire

Unread postby icycalm » 05 Jan 2022 16:35

Another insane update by Lord Ashes:

Nightmare using Particle System
https://www.youtube.com/watch?v=toAoP223hUk

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I ask in the comments if the flames can be applied to houses etc., and if the system can be used to generate rain, snow, etc. Note that these effects are 100x more realistic than what was shown for Foundry 3D Canvas 2.0 yesterday [ > ].

And two more recent updates I neglected to mention:

Wildshape, Polymorph and the Lesser Known Use of Beyond Link via Chrome Plugin
https://www.youtube.com/watch?v=UU4q1UceZ_4

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You can basically transform one miniature into another and back again, and the stats also change between forms. Could be done manually before the mod, but it's very useful to have automated. It's still not fully automated, as in the transformation doesn't just happen when the player presses a "wild shape" button, the GM has to effect it, but it's close.

And finally,

How To Rig And Animate An Armature Manually
https://www.youtube.com/watch?v=PuUAc9Ps4eg

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I think we can use this to animate all the PC minis, and the main NPCs. That's where we need to start. We don't need every last grunt and goblin on the map animated, we start with the protagonists, and move down from there when we have the time and inclination.

I am sure that soon enough creators will start selling fully-animated minis though, like they sell color ones now. Before color they were selling them uncolored. Robo said that Hero Forge minis are already fully-rigged, so it shouldn't be much work for them to start selling them animated. It's all a matter of which company or creator makes the first move. In fact Beneos is already there, he has a second Patreon selling fully-animated "tokens" he calls them (obviously they're no longer just tokens, they are fully animated 3D models): https://www.patreon.com/beneostokens
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Re: PC TaleSpire

Unread postby icycalm » 09 Jan 2022 00:27

Istallri strikes again! He'd been quiet for a while, and I was worried. But worried no more I am.

The Crescent - City & Arena Boards Trailer
https://www.youtube.com/watch?v=wtnrHOa4W88

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Istallri Astra wrote:The Crescent is the collection of two beautiful boards, a Magnificent Arena and a huge and highly detailed LDC city!


And on the same day, Lord Ashes hits us with another great mod.

Stream Views Plugin
https://www.youtube.com/watch?v=GHj0RL1QdBc

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Lord Ashes wrote:Allows sending individual cut-scene views to players with support for multiple connections from a single account for streaming GMs.


In English, the GM can send cutscenes to individual players as opposed to the default, which is the whole group.

And apparently you can also use this to stream, as a GM, multiple viewpoints simultaneously.

Btw, the devs recently announced they are working on a "Hell" and "Alien Creatures" expansions, in addition to the massive cyberpunk/sci-fi/modern expansion they announced a while back. The most urgent expansion though would be ships, and in my view they should drop everything else until they have proper ships in the game. I am not worried though because it's the number 1 most requested expansion, so I am sure they're planning it. Plus I understand them prioritizing cyberpunk because the Dimension 20 show asked for it, and that's gonna be good PR and drive sales.

In short, TaleSpire is exploding in slow motion. It's not gonna explode the way some stupid games explode, but it's gathering steam every month and every week, and it never lets up. Once someone has seen it, there's no going back.
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Re: PC TaleSpire

Unread postby icycalm » 10 Jan 2022 23:36

Roadmap: https://feedback.talespire.com/roadmap

I don't know why I hadn't seen that before. It's mentioned in the Insomnia review come to think of it, but I guess I just assumed it would be things I already knew. And then I stumbled onto it just by random browsing and it turns out it has plenty of things I hadn't heard about. Some of the entries are elaborated if you click on them.
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Re: PC TaleSpire

Unread postby icycalm » 14 Jan 2022 00:26

https://talestavern.com/slab/escape-from-the-underdark/

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Look at the verticality. I can't think of another videogame with such scale. Even PA doesn't have this scale. You might say "But it has planets!", but the elevation on those planets barely counts as a hill. The scene above meanwhile has the scale of epic movies.

https://talestavern.com/slab/forbidden- ... en-temple/

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https://talestavern.com/slab/the-tavern-at-deaths-door/

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https://talestavern.com/slab/idyll-lake/

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https://talestavern.com/slab/wyrms-crossing/

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I should stop posting more of these at some point and save the updates for when they're encountered in the game.
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icycalm
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Re: PC TaleSpire

Unread postby icycalm » 18 Jan 2022 02:15

Let's hope someone starts doing this for PF1: https://www.reddit.com/r/talespire/comm ... aste_into/

DM_Maligus wrote:Pre-Made Creature Stat Blocks for copy/paste into Talespire!

Here below I have started creating a lot of the creatures in the DND 5e monster manual (with page numbers)

You can copy and paste the creature directly into Talespire! Just highlight all the text behind the monster title and boom. Each creature has a stat block on it and name. Example:

Goblin (166) < number is a direct reference to the page # where the monster stat block can be found

Its health will show as 7/7

The stats break down in order as follows: AC, Speed, STR, DEX, CON, INT, WIS, CHA

Link for stat set up: talespire://stat-names/AQAIAkFDBVNwZWVk ... NXSVMDQ0hB

As long as you label your campaign stats as these in order then you will see the correct values according to the Monster Manual.

All are in page # order. Not every creature is here (honestly if there wasn't something that looked close or was a staple I didn't do it, not until they add shaders or more minis). Will update with more creatures as I go:

Animated Armor(19): talespire://creature-blueprint/AQAYQW5p ... AAAKDAAAAA

Flying Sword (20): talespire://creature-blueprint/AQAWRmx5 ... CgwAAAAA==

Rug of Smothering (20): talespire://creature-blueprint/AQAbUnVn ... AAAKDAAAAA

Ankheg (21) : talespire://creature-blueprint/AQAQQW5r ... AAwAAAAA==

Bugbear (33): talespire://creature-blueprint/AQARQnVn ... AAgL8AAAA=

Bugbear Chief (33): talespire://creature-blueprint/AQAYQnVn ... AAAAAAAAAA

Bulette (34): talespire://creature-blueprint/AQARQnVs ... AAQMAAAAA=

Bullywug (35): talespire://creature-blueprint/AQASQnVs ... AAAADAAAAA

Cambion (36): talespire://creature-blueprint/AQARQ2Ft ... AAQEAAAAA=

Carrion Crawler (37): talespire://creature-blueprint/AQAZQ2Fy ... BAwAAAAA==

Chimera (39): talespire://creature-blueprint/AQASQ2hp ... AAAAAAAAAA

Chuul (40): talespire://creature-blueprint/AQAPQ2h1 ... AAAEDAAAAA

Chasme (57): talespire://creature-blueprint/AQAQQ2hh ... AAAAQAAA==

Ychlol (65): talespire://creature-blueprint/AQAVWWNo ... AAAABAAAAA

Pteranodon (80): talespire://creature-blueprint/AQAZUHRl ... BAwAQAAA==

Tyrannosaurus Rex (80): talespire://creature-blueprint/AQAfVHly ... CAvwAAAA==

Green Dragon Wyrmling (95): talespire://creature-blueprint/AQAkR3Jl ... 8AAIA_AAAA

Young Green Dragon (94): talespire://creature-blueprint/AQAhWW91 ... AAAABABAAA

Adult Green Dragon (94): talespire://creature-blueprint/AQAhQWR1 ... AAAEBABAAA

Ancient Green Dragon (93): talespire://creature-blueprint/AQAjQW5j ... AAgEAEAAA=

Red Dragon Wyrmling (98): talespire://creature-blueprint/AQAiUmVk ... AAQAAAAA==

Young Red Dragon (98): talespire://creature-blueprint/AQAfWW91 ... CAQAAAAA==

Adult Red Dragon (98): talespire://creature-blueprint/AQAfQWR1 ... CgQAAAAA==

Ancient Red Dragon (97): talespire://creature-blueprint/AQAhQW5j ... AAAMBAAAAA

Dragon Turtle (119): talespire://creature-blueprint/AQAdRHJh ... AAgD8AAAA=

Duergar (122): talespire://creature-blueprint/AQAXRHVl ... AAgL8AAAA=

Air Elemental (124): talespire://creature-blueprint/AQAeQWly ... AAAADAAAAA

Earth Elemental (124): talespire://creature-blueprint/AQAfRWFy ... BAwAAAAA==

Fire Elemental (125): talespire://creature-blueprint/AQAeRmly ... AAAADAAAAA

Water Elemental (125): talespire://creature-blueprint/AQAfV2F0 ... CAvwAAAA==

Drow (128): talespire://creature-blueprint/AQAURHJv ... AAgD8AAAA=

Drow Mage (129): talespire://creature-blueprint/AQAZRHJv ... CAPwAAAA==

Ettin (132): talespire://creature-blueprint/AQAVRXR0 ... 8AAIC_AAAA

Gargoyle (140): talespire://creature-blueprint/AQAZR2Fy ... AAwAAAAA==

Ghost: (147): talespire://creature-blueprint/AQAVR2hv ... AAAEBAAAAA

Ghast (148): talespire://creature-blueprint/AQAVR2hh ... 8AAIC_AAAA

Ghoul (148): talespire://creature-blueprint/AQAaR2hv ... AAAMAAAAA=

Frost Giant (155): talespire://creature-blueprint/AQARRnJv ... AAgD8AAAA=

Gibbering Mouther (157): talespire://creature-blueprint/AQAXR2li ... AAAMAAAAA=

Gnoll (163): talespire://creature-blueprint/AQALR25v ... AAAMAAAAA=

Gnoll Pack Lord (163): talespire://creature-blueprint/AQAVR25v ... 8AAIC_AAAA

Deep Gnome (164): talespire://creature-blueprint/AQAQRGVl ... CAvwAAAA==

Goblin (166): talespire://creature-blueprint/AQAWR29i ... CAvwAAAA==

Goblin Archer (166): talespire://creature-blueprint/AQAdR29i ... AAgL8AAAA=

Goblin Boss (166): talespire://creature-blueprint/AQARR29i ... AAAAAAAAA=

Clay Golem (168): talespire://creature-blueprint/AQAQQ2xh ... CgwAAAAA==

Flesh Golem: (169): talespire://creature-blueprint/AQARRmxl ... AAQMAAAAA=

Iron Golem (170): talespire://creature-blueprint/AQAQSXJv ... CgwAAAAA==

Stone Golem (170): talespire://creature-blueprint/AQARU3Rv ... AAoMAAAAA=

Griffon (174): talespire://creature-blueprint/AQANR3Jp ... CAvwQAAA==

Green Hag (177): talespire://creature-blueprint/AQAPR3Jl ... AAAABAAAAA

Half-Red Dragon Veteran (180): talespire://creature-blueprint/AQAdSGFs ... AAAAAAAAA=

Harpy (181): talespire://creature-blueprint/AQAdSGFs ... AAAAAAAAA=

Hell Hound (182): talespire://creature-blueprint/AQAQSGVs ... AAwAAAAA==

Hypogriff (184): talespire://creature-blueprint/AQAPSHlw ... 8AAIC_BAAA

Homunculus (188): talespire://creature-blueprint/AQAQSG9t ... AAwAQAAA==

Jackalwere (193): talespire://creature-blueprint/AQAQSmFj ... AAAAAAAA==

Kenku (194): talespire://creature-blueprint/AQALS2Vu ... AAAAAAAAA=

Kobold (195): talespire://creature-blueprint/AQAMS29i ... 8AAIC_AAAA
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icycalm
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Re: PC TaleSpire

Unread postby ysignal » 20 Jan 2022 21:28

I'll look into it tonight.
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ysignal
 
Joined: 28 Jan 2017 02:07
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Re: PC TaleSpire

Unread postby ysignal » 21 Jan 2022 12:07

I had a look around and couldn't find a mod that allows for automatic following of minis. If anyone's seen one, post here and I'll look into it. The closest thing I could find is this mod for selecting multiple minis by HolloFox_TS:

https://github.com/TaleSpire-Modding/MultiSelectPlugin

The mod isn't available on r2modman yet. I asked on the Discord whether it will support group movement and whether there are any existing mods for group movement or following, but they're yet to respond. I'll post here if there's any positive news. If we have to make it ourselves, the first step is to get set up for mod development and make a test mod. I'll do that this weekend. Once the environment is set up I should be able to build the multi-select mod and try it out as well.
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ysignal
 
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Re: PC TaleSpire

Unread postby ysignal » 21 Jan 2022 13:04

Hollo said that he's aiming for group movement eventually with his multi-select mod. He also put me on to Lord Ashes' GrabDrop mod:

https://talespire.thunderstore.io/package/LordAshes_And_AlbrechtWM/GrabDropPlugin/

This one is meant to allow a mini to grab an item and carry it around. You can get pretty close to group movement with this:

https://www.youtube.com/watch?v=nsFygHebd7w

As the above video shows, you can have one mini "grab" another so that they will move in unison. However, the grabbed mini doesn't face the correct way and it doesn't automatically rise or fall to the correct ground level. But it's pretty close to implementing formation movement for troops. This might be a good base to start from to build a group movement mod.
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ysignal
 
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Re: PC TaleSpire

Unread postby icycalm » 21 Jan 2022 15:34

Lord Ashes told me explicitly in the YouTube comments of one of his videos that there is a follow the leader mod. I might have posted a pic of the exchange somewhere, maybe in one of my Patreon posts? Try messaging him on Discord?

It’s not super-necessary to start with, and possibly by the time it becomes necessary Bouncyrock will have added mass movement. But even with mass movement in, it will be cool to have the non-PC hirelings follow automatically like a military unit, and if eventually we have 100s of units then it’ll become almost necessary for each player lieutenant to have his units follow him around like that.
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icycalm
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Joined: 28 Mar 2006 00:08
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Re: PC TaleSpire

Unread postby ysignal » 23 Jan 2022 07:12

I asked Lord Ashes and he pointed me toward "MiniGrouper", which has formations and leader following:

https://monosnap.com/file/ZBnRId5OhtDKxKsirLDIzEGpjxz2ld

It's not available on r2modman, so I asked the author ("CodeRush" on Discord) if it's available anywhere else. I'll post here when I know what's up.
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ysignal
 
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Re: PC TaleSpire

Unread postby ysignal » 24 Jan 2022 12:59

The author of the MiniGrouper mod says he should have a public release in a few weeks. I'll keep an eye out for it.
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