TalebenchWhat’s new
What changed in Talebench, a section per day, newest first.
New in Settings: Made for — Desktop and phone, Desktop, or Phone. · 8 changes
Updates that day: A new opponent: the standard dice fight · The things you use most in the top bar · Defend die against die · Foes ahead in the crawler · Dice battles that show who attacks · Made for desktop or phone; calmer battles · Languages on the title screen · Settings like a game’s · Menu pages with icons · An inventory screen like a game’s · The bag in your style, the slots on the figure · A game-like inventory · Demo buttons in their game’s letters · Your reply stays in view · Endings found as cards · A calmer ending and a clean picture · Cleaner options and fewer false warnings · A story map you can read from far out · 24 dungeon tiles in the library · Dungeon tiles made with AI · No dead ends in the dark · The view stays while a trap waits · Victory in sight · Bumping into walls · A larger dungeon map · Foes that belong in the corridor · Bells, altars and wells in the corridor · Traps in plain sight · The crawler’s screen in one frame
Writing
- New in Settings: Made for — Desktop and phone, Desktop, or Phone. The test play then shows and checks only those screens, so a desktop game no longer hears about phones; on a phone it says once that it is made for a larger screen.
- Zoomed far out, the story map keeps the titles of passages and chapters readable, and “Fit to the window” now shows the whole story.
- The library has 24 seamless dungeon tiles made with AI by Talebench, free to use: walls of stone, brick, cave rock, planks, brass, bones, ice, hedge and more, floors, ceilings and doors. Pick them under “Make tiles” → “Your own pictures”, or find them under “Dungeon tiles” in the library.
- Under “Make tiles” → “Your own pictures”, the ✨ beside the wall, floor, ceiling or door makes four seamless tiles from a description in your game’s picture style (with AI switched on for the workspace); the one you keep becomes that tile. Every tile is checked to repeat without a seam.
- In the dungeon editor, a cell’s “Looks like” draws what stands there as a bell, a desk, a statue, a fountain, an altar, bones, a barrel, books, a sign, a well, a brazier, crates or gears when the dungeon is seen from inside, each in pixel art with its picture beside the choice. Deepwatch’s shrine is an altar now and the Clockwork Halls’ red lever a bell.
- Under Settings, the slots stand on a figure: drag each to where it sits, move it with the arrow keys, or start from Hero or Simple.
- After a battle the playtest no longer warns “Text cut off” when nothing is cut off, and “Show all options” no longer scrolls the passage’s panel.
- Esc closes the topmost side panel, and Ctrl/⌘+K opens “Go to passage”. The help’s list of shortcuts now names these and copying, pasting and duplicating passages on the map.
Under “Make tiles” in the dungeon editor, “Your own pictures” takes a picture for the walls, the floor, the ceiling or the doors; in play it is drawn in place of the made one, in perspective and light. · 17 changes
Updates that day: Your own wall pictures in the preview · The small map in its corner · What lies at your feet · Make camp from the message line · Finds in the message line · Your own pictures for dungeon walls · Battles in the corridor · Make your own dungeon walls · Your party beside the corridor · Things in the corridor · Textured dungeon corridors · A crawler’s pad and compass · The whole map, also from inside · Every field named · Chests worth opening · A cell’s own things first · A dungeon map that explains itself · A diary at hand
Writing
- Under “Make tiles” in the dungeon editor, “Your own pictures” takes a picture for the walls, the floor, the ceiling or the doors; in play it is drawn in place of the made one, in perspective and light. A square picture that repeats well works best.
- In the dungeon editor, “Make tiles” makes the walls, floor and ceiling of a dungeon seen from inside: choose stone, bricks, cave rock, planks, metal, hedge, ice, crystal or bone, two colours, how much moss, cracks, damp and soot, torchlight or cold light, and pixel art. A corridor beside it shows it as players will see it; “Another one” draws a new pattern.
- A chest in a dungeon can hold several things, each with how many, and you can make a new thing right from the chest by typing its name.
- In the dungeon editor, a cell’s words and what stands on it come first in the side panel; the walls, doors and gates around it follow, so a gate’s condition no longer pushes them out of view.
- Under the dungeon editor’s grid, one line names every mark used on the floor, so no icon needs guessing.
- A thing the players carry can sit on the game screen: tick “Show on the game screen” and a button beside Menu opens its pages, or uses it, with one click. A dot on the button tells of a new page. Off unless you tick it.
- The corridor preview under “Make tiles” now shows the pictures you picked under “Your own pictures”, as players will see them.
- An area of a dungeon can have walls of its own, a mossy grotto in a cave.
- A new dungeon look, “Forest”: hedges for walls and the sky above.
- The steps are on the pad, so the options below keep only what is not a step: a chest, a way out, the passage’s own options. Prefer the old layout? Choose “Story” under Screen in the dungeon’s settings.
- In the dungeon editor, “Make a dungeon” names its numbers on screen: seed, floors, width and height.
- An area’s words say how they are used: once on entering, for a room; on each cell, for any other area.
- Opening a chest can also change values, such as gold, so a chest is worth opening in a story without things too; without Things switched on, the chest says where to switch them on.
- A teleport or a pit names the column and row it sends the party to; a spinner just says it turns the party where it stands.
- Foes that walk a dungeon have their own mark, 👣, with a dot on each cell of their round; the crossed swords now mean only a battle.
- A small floor fills the editor at a readable size and sits in the middle; zooming in goes further than before.
- In the printed book, a dungeon room bigger than one cell is drawn as one space, with a line telling the reader how to cross it.
A dungeon area can be one room: players walk into a hall as one place, open what it holds and leave by its doorways, one choice each, and its words tell its size and ways out. · 23 changes
Updates that day: Walking through rooms · Rooms bigger than a cell · A roomier dungeon editor · Foes that walk the dungeon · Deepwatch, a dungeon crawl to play · Spinners, pits, pressure plates and dungeon sounds · The whole dungeon map, and moving by hand · Dungeons from inside, on paper and with secrets · Dungeons to explore
Writing
- A dungeon area can be one room: players walk into a hall as one place, open what it holds and leave by its doorways, one choice each, and its words tell its size and ways out. Tick “One room” on an area; a room painted with Ctrl, and the rooms “Make a dungeon” builds, are rooms at once.
- The dungeon editor fills the window: the grid fits its space, the tools show icons and keys with a hint for the one in hand, and the dungeon’s settings live in the side panel, each with its name.
- Dungeons can have foes that walk: a patrol paces its round one cell per step, a hunter comes for the party once it sees it, and meeting them starts the battle. Players see them on the map and hear where the nearest one is.
- Dungeons get the classic tricks: spinners that turn the party unseen, pits that drop it a floor (a check may let it hold on) and pressure plates that open a gate only while someone stands on them.
- Dungeons can be seen from inside: walk forward and turn, the corridor ahead drawn in the dungeon’s look, a small map in the corner. Or tell them in words only, without a map.
- Dungeons: switch them on under Features and a passage can hold a grid of cells. Players walk it cell by cell, seen from above, with the ways offered by themselves and the arrow keys; locked doors, keys, chests, levers and gates, stairs to other floors, battles and places to look at.
- “Set Gold to +3” now adds three: the row becomes “Change Gold by 3”, with a note saying so.
- “Edit the dungeon” is a proper button now, and a click on the small dungeon picture on its card opens the editor too.
- Clicking a cell to look at it no longer counts as a change.
- A dungeon’s save stones count as save points when a game saves only at save points.
- A map found in a dungeon can show the whole floor, the parts not yet walked drawn fainter.
- Dungeons can have their own sounds for a step, a turn, a door and a door that will not open.
- Pictures, music and values used only inside a dungeon now count as used: they are published with the game, and renaming a value updates the dungeon’s conditions too.
- The ✎ beside a dungeon’s words in the playtest opens the dungeon editor on that cell. A way out of a dungeon can lead to a new passage made on the spot.
- Secret walls that are found once something holds, traps with a check to avoid them, teleports, dark cells that need light, one-way passages and a place to camp. Every step can change values and pass time.
- The dungeon editor paints areas with their own words, zooms, draws straight lines with Shift and can be used with the keyboard. Make a dungeon builds rooms and corridors from a seed, and Play from here starts on any cell.
- Dungeon is a kind of passage, and its floor shows small on the card in the story map.
- Gamebooks print a dungeon as a map with numbered rooms, each room a section of its own.
- The dungeon editor: paint floor and rock on graph paper, set walls and doors on the line between two cells, the start and what stands on a cell; floors as tabs; cells nobody can reach are hatched.
- Screen effects when an option is taken: a shake, a flash, a tint or the weather on the way, not only in a passage.
- A reply is written like a passage’s line: with formatting, values and the big window.
- A value says what it means under its name, and the problem count names only the kinds there are.
- Long lists of versions and comments show the newest first, with a button for the older ones.
When saving a version, renaming or deleting a file, a comment, a note or a style does not go through, the editor says so and keeps what you typed. · 10 changes
Updates that day: Clearer when something goes wrong · Losing need not end the game · Lines in any order, names that read · Settings that fit, weapons that count · Quicker pages, sturdier library · A library that stays quick · A readable menu in every look · Clear dice over any scene · A steady sidebar · Tab when you type fast
Writing
- When saving a version, renaming or deleting a file, a comment, a note or a style does not go through, the editor says so and keeps what you typed.
- A new option whose destination you have not picked yet counts as an open end, not as a problem, and the Problems list counts the open ends it shows. Escape closes it.
- “Fit to the window” keeps the first card clear of the buttons over the map, and empty lists such as Decks say what they are for.
- An ending names the way that leads to it, such as “⚔ lost”, and opens that way’s own field. The Defeat ending says where to let the story go on instead.
- A way that leads back into its own passage now shows on the map as an arrow around the card.
- In the dialogue editor, a reply’s lines change their order: drag a line by the grip under its portrait, or press Alt+↑/↓ in its words.
- A card you paste or add deep in a conversation comes into view, below its level’s heading.
- Publish with open ends now shows them right away instead of opening the form first.
- A click on the lowest entry of the sidebar opens it every time: the “More below” row no longer comes under a click already pressed, and scrolled to the end it keeps its place, so the entries never jump.
- A new option added from a passage’s menu on the map keeps what you type even when you press Tab right away; its new passage takes the words.
The story map of a long story opens again in seconds: with hundreds of passages it could stay on “Placing the passages…”. · 11 changes
Updates that day: Big stories stay quick · Fairer armour hints · Conversations as deep as you like · Every line readable · Portraits as you framed them · Safer translation scripts · Translations and files through the API · Planned battles fit a laptop; decks checked more closely · No two of the same name in your lists · One click for two of the same name; Strength shown in the throw · Pictures in any language; two versions of one person stay apart
Writing
- The story map of a long story opens again in seconds: with hundreds of passages it could stay on “Placing the passages…”.
- Options inside replies are no longer limited to five levels: nest a conversation as deep as your story needs, in the dialogue editor, the player and the book.
- Typing a name another character, enemy or thing already has shows a hint under it, with a button that gives this one a name in your lists (e.g. "Dura (2)"). Players still only see the name in the game.
- When two characters, enemies or things share their name, the warning now gives the second one a name in your lists with one click (e.g. "Dura (2)"), ready to rename.
- Pictures made with AI now understand descriptions in German and other languages too: the description is turned into an English picture prompt first.
- Older projects keep the names of their stages and list items when they are opened: a stage called "yes" stays "yes".
- Add option with a new passage moves the story map to the new passage, as New passage here does.
- Decks: no false warning for cards a deck offers as its second or later option; an offer on an option with a hotspot or a thing to use is pointed out, with a fix.
- A character or thing made from a picker, the battle way or an example gets "(2)" in your lists when its name is taken.
- The full view shows under a made sound or picture what was sent to the AI, when it differs from your description.
- Two characters with the same name no longer swap in the script view: each line keeps who speaks it. Give one of them a name in your lists to tell them apart everywhere.
Sounds made with AI now understand descriptions in German and other languages: the description is turned into a short English sound prompt first, so heavy rain sounds like rain and not like footsteps. · 13 changes
Updates that day: Sounds from a description in any language · See every visit in the preview · One tap shows the whole line · Only if a choice was made · Play takes the keyboard into the game · Undo that says what it undoes · Copy, a level in between, and where an option leads · Dice battles that hold still on a phone · The dialogue editor as a grid · Dice battles that stay in place · Combinations with a look of their own · Dice effects shown as intended · Game cards that tell more · Tidy game cards · The start page knows you · Health that only counts down · Dice battles that read cleanly
Writing
- Sounds made with AI now understand descriptions in German and other languages: the description is turned into a short English sound prompt first, so heavy rain sounds like rain and not like footsteps.
- The text preview shows how a passage reads on the 2nd, 3rd or a later visit, and “Another draw” shows other picks for the random parts. Without test states, a link leads to making one.
- The Add change list no longer jumps back to the top while you scroll it.
- A conversation can be four levels deep. At the limit, the dialogue editor now says why and how to go on: let the option lead to a new passage.
- Only if … has a new kind: Has chosen. Pick an option from the list (grouped by passage and conversation), and the question or option appears only after the player chose it, or only if they did not.
- Deleting an option that a condition asks about now asks first and names where it is used. In the printed gamebook the reader ticks a codeword when taking such an option.
- Undo and Redo name their step (“Undo: option “Ich hätte gern ein Bier” moved”), and after each a short notice says what happened, with Redo or Undo in it.
- History begins with your recent steps of this session, newest first: click one to go back to just after it; the newer ones stay greyed until you redo them or make a new change. The saved versions stay below.
- In the dialogue editor, copy an option with everything after it (Ctrl+C, or Copy in its menu) and paste it anywhere (Ctrl+V), also into another dialogue of the project.
- Insert a level here, on a reply, puts a new option between it and the options it offered, which move one level deeper.
- Every card’s Then … line is now a choice: the same options again, back to the options before, back to the start, options after this reply, or leads to a passage, a new passage or an ending.
- The dialogue editor lays out its options as a grid: each level a column, and the options a reply offers start level with it. Drag a card anywhere — up or down, into another column, under another reply — and Ctrl+Z takes it back; “Move to…” in its menu does the same by keyboard.
- Adding is at hand: “+ Option” under each column, a round + at a card’s edge for the options after its reply, and “+ Insert here” between two cards.
Long conversations get their own editor: "Open as dialogue" shows a passage's options and replies as a tree from left to right, with a colour per speaker, conditions on the cards and exits at the edge. · 5 changes
Updates that day: Faster, smoother dice rounds · A steady story map · Clearer dice battles on every screen · Dice that roll on a tray · Your saves in your account, combinations in defence · Fairer and clearer dice battles · A tidier dialogue editor · Dice that feel real · Your turn in the dice tray · Weapons and shields, a dialogue editor · Dice that land one by one, and skills paid with a die · Aim high, middle or low · Counter attacks
Writing
- Long conversations get their own editor: "Open as dialogue" shows a passage's options and replies as a tree from left to right, with a colour per speaker, conditions on the cards and exits at the edge. Write right in it (Enter, Tab, Ctrl+Enter), reorder, turn an option into a passage, and play from any level.
- Adding an option with a new passage keeps the story map’s zoom: the map only slides to show the new card, in a straight line, without dipping out and back in. Only Show everything fits the whole map in again.
- A new option’s empty passage goes again when the option is pointed elsewhere, and a teammate’s notice names the passage they changed.
- For writers: the new combination set is the default, with momentum, dice shown, tells and a boss mark in the full view, the simulator shows how long a fight lasts, and the help starts simple. Dice Duel is rebalanced.
- The dialogue editor is tidier: "Only if" opens inside its card with one close button, long conditions wrap, conditions read "Met Elin: no", every option says where it leads (also a deck or a map), target names are no longer cut, the arrows are clean, and the title, saved state and problems stay in view at the top while the tree scrolls.
Under a passage's options, "+ Reply in this passage" adds an option whose reply plays right there, then the same options come back, with no new passage. · 15 changes
Updates that day: A run of three · See the throw you face · Hidden dice · Replies that stay, found at once · Options to passages you already have · Dice tricks · Real dice, and who starts · Defend with your own dice · Gentler critical throws · Your own throw in the log · Dice battles to try · Lighter games, keys for your own tools · Games that remember, pages that invite · A lore book that fills itself · Fights that end without a fall · Fights that belong to their scene · Larger text on large screens, quicker shared links · A map that stays put, and a first game without surprises
Writing
- Under a passage's options, "+ Reply in this passage" adds an option whose reply plays right there, then the same options come back, with no new passage. In "Choose where this leads" "Reply and stay" now stands first and says what it does.
- Under a choice's options, "Add option to a passage…" adds an option that leads to a passage you already have: type to search, pick it, write its text. The search beside every passage picker now shows from two passages on.
- A value can be "Kept across playthroughs": what you unlock stays unlocked when you start again, so a second playthrough can know the first. In Beneath the Iron Hill, the miners' book counts your descents and opens a stair you could not take before.
- A collection can be shown on the game's page ("Show on the game’s page"), with "All entries" or "Only entries I choose": people who have not played yet find "Explore" on the title screen and meet the heroes, foes or places before they start. The Crystal of Aster shows its bestiary and journal.
- Select a word while writing and choose "Mark for the lore book" (or Ctrl+Shift+L): describe it once in a list, and the story need not explain it. The first mark offers a "Lore book" that fills itself as the player reads.
- The story map looks the same after you reload, switch the language or the view: cards keep the places you saw, and no card ever lies on another. A card that grows pushes the ones below it down.
- In the writing view, "-> Name" of a passage or ending that does not exist yet offers to make it ("Make the ending “Name”") instead of an option that leads nowhere; options that lead nowhere count as problems.
- A long picture name or caption no longer makes the passage panel wider than its column: long text wraps or is cut, with the whole of it in a tooltip.
- A line without text is no longer shown in the game (no empty box, no extra click), and the editor warns about it: "This line has no text: it is not shown in the game.", with "Remove the empty line" as a quick fix.
- The story map keeps where you placed its cards with the project, so another computer shows the same map.
- In the full view, an entry can be marked "Every time it appears", and "Find unmarked" lists the places that name it without a mark. The printed book sets marked words in small caps with a sign and prints the lore book whole at the end. The Ember Road has one: "Lore of the Road".
- A new option made from the map's menu starts empty, and its new passage takes the option's words until you name it yourself.
- "Before this" in the writing view also finds deck cards, map places, the camp and dreams, with the words the player chose.
- The writing view uses a reading font, and its help names your own characters.
- Time, Weather and Camp pages are laid out like the others, deck cards show "Only if" only when you add a condition, and a companion who does not fight shows no battle values.
The writing view shows names instead of internal codes, and in the simple view conditions and changes read as sentences ("only if Mira trusts you"); a click shows the formula. · 23 changes
Updates that day: The writing view in your words, and a book you can play · Games that pick up where you left them · Writing that never loses a word · Projects come first, and come back · The map keeps still · Saved battles go on · Help for the new ways of writing · Writing on, faster
Writing
- The writing view shows names instead of internal codes, and in the simple view conditions and changes read as sentences ("only if Mira trusts you"); a click shows the formula.
- Formula mistakes are explained in plain words, and a misspelled name gets a suggestion: "Did you mean gold?" — a click puts it in.
- The story map no longer rearranges itself when you add a passage: every card stays where it stands, and a new one takes the nearest free place beside the passage it comes from. Copies stand beside their originals. Re-layout (unpin all) tidies the whole map when you want it.
- Write shows what came before, to write on from it: the passage that leads here (Before this) and the option the player chose (Chosen). It has the spell check of your story’s language, and a double-click on a passage’s card opens it.
- Kind of passage at the top of a passage: Normal passage, Start of the story, Camp, Dream, or Turn into an ending. Camps and dreams carry their sign on the map.
- A written narration line can be given a speaker ("Give it a speaker"), and narration after a spoken line is marked as narration.
- Two options on one arrow: a double click asks "Which option?", and the field is readable at any zoom.
- Translations get larger fields for long texts, and an empty voice script says so instead of downloading an empty file.
- Saving is safer: when a change cannot be saved, the editor keeps everything else and says which places were taken back; "Not saved" means your edits wait and go out with your next one, never lost.
- Undo no longer overwrites a teammate's words typed into the same text since; restoring an older version starts a fresh undo history.
- The checks of your story keep working after an unexpected error instead of stopping until a reload.
- Values has a search, and "used 3×" lists the places with links; Add change has a search too.
- Opening a part of the editor whose feature is off says so, with "Switch it on".
- After Add option with a new passage, the map shows the passage and its new one.
- Deleting a passage also takes away the options inside conversations that led to it, and says so before it deletes.
- Copies of several passages leave the voice script’s line numbers behind, so recordings stay with the lines they were made for.
- New chapter here near the map’s edge stays in view, the panel keeps still when the kind of a passage changes, an undone Turn into an ending opens its passage again, and the map’s tools keep to one row on a narrow window.
- Right-click on the map: New passage here, New ending here, New chapter here; on a card: Playtest from here in full size, Add an option with a new passage, Add an option with dialogue. The menus stay on the screen.
- One click on an option’s arrow opens its passage with that option ready to edit; the line or option you work on is framed; a trash can on the selected card deletes it, and the options that led to it go with it.
- A new option’s passage stands in the same chapter, below its passage. What a passage takes from its chapter (background and more) is folded into As the chapter.
- Decks: a draw can leave out the way back (Come back here after the card off), for cards that go back to their place themselves; Yarn Spinner’s node groups come over that way.
- Long words stay inside the cards on the map.
- The map’s menus: inside a chapter’s frame too (its new passage joins the chapter), by keyboard (Esc closes), and a right-click no longer opens the panel over the card. A click on an arrow’s words opens its option; removing an arrow says so, with Undo.
An option that draws from a deck can Show as options: up to a number of fitting cards appear as options of their own, each with its Option text. · 13 changes
Updates that day: More from a deck · A steadier test play · Every look, clean at every size · Decks and lists · Recordings from the studio · Options that scroll show it · Planned turns and combos · Finished looks and “I want…”
Writing
- An option that draws from a deck can Show as options: up to a number of fitting cards appear as options of their own, each with its Option text. The Lantern Keeper’s talk by the fire works this way.
- Decks: put passages on a deck as cards, and an option can Draw from a deck — The best fit or By chance, cards used up or drawn again, and where to go If no card fits. Good for town talk, encounters on the road and anything that should not come in a fixed order. The Lantern Keeper’s tavern and quay use them.
- Lists: a value can be a list that keeps the order things were added and may hold one twice — rumours heard, places visited, a queue. Add, take off the first, ask if it has an item, how many, which came first or last. In the full view.
- Recordings from the studio: drop the recorded files on the voice script and each one attaches to its line by the number the script gave it; a list shows first what attaches, what replaces a recording and what does not fit and why, and one Undo takes it all back.
- Not twice in a row: a deck drawn by chance never gives the same card twice in a row. The Lantern Keeper’s walk on the quay uses it.
- The best fit now prefers the card with more conditions that hold, so a more specific card wins; each card shows how many conditions it has.
- In a Script, -> deck: Name draws from a deck, and Yarn Spinner’s node groups come over as decks.
- In the book, a deck shown as options lists its cards to choose from, and a deck that never repeats tells the reader to roll again.
- The Stats page preview shows a list with the entries it Starts with, by their names, and a state by its name.
- Voice script: every line keeps its number, so recordings from an older script still go to the right line. A line rewritten after its recording says Recorded for another text, with Still fits to keep it.
- The problem count says Checking… until your story has been checked, instead of No problems.
- In the book, a deck drawn by chance prints as a dice table and one that takes the best fit as a list.
- The voice script numbers each speaker’s lines through the whole story, so a chapter’s script keeps the story’s numbers.
Conversations inside a passage: a reply can offer options of its own, up to four levels deep, and Reply and go back returns to the options before. · 4 changes
Updates that day: Look in pictures, a battle in three steps · Conversations inside a passage, and a manuscript · A book that always prints · Updates you do not notice · Battles that fit, a full-screen test play · What you test is what players see · Battles on every page layout · Cleaner screens at every size
Writing
- Conversations inside a passage: a reply can offer options of its own, up to four levels deep, and Reply and go back returns to the options before.
- Export manuscript: your story as a Word or Markdown file to read, edit and share, and back again; a voice script lists every spoken line by speaker, also as a spreadsheet.
- Texts in formulas: join texts, count their letters, write them in capitals or small letters, and ask whether one contains another.
- The story map keeps its cards clear of the zoom controls.
Ask for help: a new button beside Help answers “how do I…?” questions in a few steps, each with Show me, which opens the right place and marks the field. · 7 changes
Updates that day: Battles in the middle of the picture · Smaller pictures, smaller dialogue — if you like · Your first battle, step by step · Your heroes show in battle · The help answers in full · Ask for help while you make your game · Whole lines, a fourth cursor set, a smaller story engine · Phones read from the top, new cursor sets, steadier stories · Lighter games, AI activity and a calmer simple view · Easier to read, fairer statistics, a calmer editor · Frames for the dialogue box, and clearer settings · Cursors, sharing to the library and seeing every screen size
Writing
- When a new way replaces a link, a note says where it led before, with Undo.
- In the simple view, a character’s Travel says in words what riding gives.
- The weather summary reads in plain words; the sidebar keeps the open area in view; the map fits beside the playtest on smaller screens.
- In the simple view, a box whose options all live in the full view now says in words what is set, with Show its options.
- Time and weather: the weather changes exactly as often as you set; a chapter’s own weather starts as soon as you enter it. The Crystal of Aster now passes from autumn into winter.
- The story map routes arrows around the cards and fits itself when the playtest opens; sharing to the library suggests the right kind of file.
- Clearer settings: on Time and Weather each tint is named by its time of day or weather; Camp’s options stand in the box they belong to; the German sidebar shows every name whole.