Fixing the last "fix"
I made a big long post about it here: Even pinned it as it is still technically not "fixed". Everyone can stop emailing me now please lol

Developer posts and news about this game.

I made a big long post about it here: Even pinned it as it is still technically not "fixed". Everyone can stop emailing me now please lol

I fixed a few display bugs. One was a very old one that was due to a specific limitation of the game engine I use (Godot) not being "DPI aware" for multi-monitor setups. It was pretty difficult to figure out but it should be working now. That also will fix the grid missing bug so

Fixed a token/asset loading issue and the pixels per inch setting is now no longer synced to the cloud (since those devices likely do not share the same ppi)

First off: I have enabled cloud saves. You now have 10GB of free space thanks to Valve. It should sync maps automatically between devices, even cross-platform! But the bigger news is that I have enabled Steam Workshop support. It is incredibly easy to use: simply right-click the

A few minor fixes but the bigger news is we now have a dice roller! To use it, simply click "Roll a D20" on the menu on the left. It will spin a D20 and show it on both the DM and player screens. You can pick from 3 colors in the settings from the main menu (not the settings duri

After some discussions in the forums, I decided to finally add the ability to hide NPC tokens and lights behind walls. Prior to this, you needed to have both line of sight and "opaque line of sight" toggled on. With this new setting, you can hide NPC/lights regardless of the main

Fixed a bug introduced a while back where the light from tokens close to walls would seep through the wall. I increased the collision radius to stop that from happening. While I was in there, decided to go ahead and make the player tokens not collide with eachother at all. Can't

Earlier today someone requested a new option for exploring with fog of war. It ended up being very easy to pull off, so I have it done already! You can find details in the lighting system tutorial in the community forums: Basically, there is a now a toggle (in the gear icon setti

Apparently when I switched to the C# version of the game engine (Godot) it wasn't bundling the .NET runtimes correctly. It should be fixed now, but in case you comes across this problem simply manually install the .NET runtimes on your computer. Here is a direct link: Also, one o

Frist off, MapleMapsDnD has been kind enough to provide a few dozen more free maps. So make sure to check those out and subscribe if you like them. This is also a good reminder that they offer Foundry VTT ready maps (which include the walls/lights) and my VTT is compatible with F

This update mostly deals with the touch aspect of the program. My hardware sales have really been taking off lately and I wanted to make sure I staying on top of that aspect of the software. Non-touch notes: - Fixed minor bug where maps with the grid size in pixel units within th

We welcome Cropox Battlemaps, who has generously included a new set of 25 maps. This brings the total bundled free maps to 554! Lots of cool caves and town scenes with this one. So check it out. Just click the "Free Maps" button on the main menu. As always, let me know if you hav

Tiles/assets can now be less than one grid unit in one direction only. Minor fix to touchscreen auto detection. I am pretty busy with the hardware side of things right now, but let me know if anything pops up. And please leave a review if you haven't already.

When the OS window manager is set to "landscape" mode, touch points were not getting flipped. They are now. Won't affect most people as most people are not using IR touch frames and those that are, most are not using landscape mode for the player view. But I want the touch suppor

Turns out the last update broke things if snap to grid was enabled and a touchscreen is used. I reverted the change so it should be working as before now.

Added a toggle for the movement rings that show up when a token is selected in the initiative tracker. You can show it on DM view only, both views, or neither. Extended the rings in yellow from 30'-60' to cover dashing. Minor adjustment to touch sensitivity for IR touch frames (l

This update adds a new feature which has a very niche use-case: you can now lock movement for all tokens that aren't the active token during combat. "During combat" in this sense just means the initiative tracker is active. "Active token" is the one with a yellow border around it

This has come up enough times, apparently people out there are using 3 displays while DMing. Seems overkill to me, but to each their own. I lacked the hardware necessary to test more than 2 displays on. Didn't occur to me until today that I could just install a virtual display ad

Normally I don't do updates over the weekend as I wouldn't want to break anyone's game. But this one is pretty minor, so we should be okay. I improved how animated tiles are handled by creating better screenshots and adding a pause button. Tiles in general have a better interface

This has been a pretty big requested feature: you can now import animated tiles to the map and use them during your session. Pretty cool! It should accept just about any format, but webm is HIGHLY recommended. It modern, efficient, and allows for transparency. Keep in mind this i