Devlogs
v1.4.2
Posted May 02, 2026 by DarkArts Studios
#2d6 dungeon #map making #ttrpg #2d6 #2d6 void #tool #maps #dungeons
What is new in v1.4.2
Updating from v1.4.0
Editable locks with state
- Click any lock on the map to open its edit modal, from any edit mode (no need to be in lock mode unless you are placing a new one).
- The modal carries a state toggle: Locked or Unlocked. Locked locks render red; unlocked locks render green with an open padlock.
- The modal also has a Quality / Marker text field and a Remove button, matching the other annotation modals.
Locks now affect player movement
- Unlocked locks let the player walk through. Footprints and pathfinding pass through them as if the lock was not there.
- Locked locks block movement, same as before.
- Locks saved before v1.4.2 keep their old behaviour (treated as locked) until you open the modal and toggle them.
Map data tidy-up
- Maps loaded from older saves are automatically repaired so doorways that point into an existing room no longer behave as unexplored exits. Player movement now flows through them as expected.
- The repair also runs when you place a new room next to an existing open exit, so connections are wired up immediately.
Other fixes
- The door-type picker icon no longer grows each time you reopen the modal.