MapForge 1.2: Less searching, more map-making (Patreon)
Content
Hey everyone!
I've been spending a lot of time making maps in MapForge, and running into the little things that get between an idea and actually putting it on the map.
“I know I have that rock somewhere” should not be a whole side quest.
So MapForge 1.2 gives the library a lot of attention, adds a quicker way to scatter objects, and fixes a good pile of bugs along the way. Here's what I've been working on.
Find it. Place it. Keep going.
The library now opens like folders. Pick a family, browse its variations, and use the path at the top to find your way back. It works across objects, animated objects, floors, paths, walls and the Prefab Builder.
Search looks through names, tags, folders and packs, with a little help for typos. Tags are grouped, so you can narrow things down by color, size and other useful details. Each tool remembers where you left off, too.
Less scrolling. More “ah, there it is.”
A little less placing every pebble by hand
Scatter lets you drag a mix of objects across the map, with variation in size, rotation and mirroring. It works with animated objects too, and one undo removes the whole stroke.
Packs can also provide sensible starting sizes for objects now. When that information is included, a flower starts at flower size, even on a different scene grid. Objects you've already placed keep their size.
I also fixed missing placement previews and made it easier to select objects underneath other objects, without transparent edges getting in the way.
Smoother painting, better-behaved shadows
The floor brush now moves freely even with Snap to Grid on. Shapes still snap, but painted curves no longer turn into little stairs. I've also worked on pauses during long strokes, hardness changes and undo.
And those shadows that sometimes wandered away from their objects? Sorry about those. Moving, rotating, resizing and undoing now keep them together, while shadows adjusted by hand keep their offset.
New shadows use a soft Drop shadow beneath the object. Cast is still there when you want it, and you can add or remove shadows on several objects at once.
A warmer place to stop for the night
I gave the fire lights another pass: a golden glow around the flame, a small warm center, and enough room to see the logs underneath.
Adjusting a layered light through MapForge now changes its inner layers too. Layered lights give you the richer glow; Simple keeps things lighter for busy maps.
And quite a few smaller repairs
Path previews are back, curves are smoother, and wall corners and openings are easier to adjust.
Prefabs better match their Builder preview, and MapForge follows level changes made through Foundry's controls.
Flatten and export have fixes for placement, shadows and undo, plus a Daylight export option.
Actions, Shadows & Highlights, startup recovery and the Portuguese text all got some attention.
Before you update
This version is for Foundry VTT 14. MapForge is available through Foundry's Add-on Modules browser for W&W Adventurer and Arcane Circle members with Patreon linked to their Foundry account.
To bring in folders and tag groups supplied by a MapForge pack, import it again or choose Update linked pack. For Dungeondraft tags, run Reindex Pack once. New fire defaults apply to newly placed lights; existing lights keep their settings.
A couple of limits are still here: Flatten doesn't yet include Shadows & Highlights, and other players need a floor switch or reload to see newly painted Shadows & Highlights. Object shadows are still adjusted by hand, they don't automatically turn away from nearby lights.
Thanks for supporting my work, sending bug reports, and showing me what you make. I hope this update makes the next map a little easier to put together.
Gabú