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T. Hill-Hand

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A member registered Feb 14, 2018 · View creator page →

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Use this thread to report bugs

Awesome!

Is this what you’re seeing? https://github.com/godotengine/godot/issues/109679 - If so it sounds like the AMD drivers from June/Jul/Aug 2025 had this issue, and newer ones maybe fix it? But I’m not seeing any definite confirmation that it was fixed.

Sorry for not replying sooner, but I think this might be fixed? There was no obvious “smoking gun” bug, but there was a bit of math in the shader that supposedly acts differently on Nvidia vs. AMD cards, so I tried taking that out? Please let me know if you’re able to test a newer build.

Just tried making a Linux build if you’d be so kind as to test it and let me know what happens. I’ve literally never tried building for Linux from Godot before, and don’t have a Linux install to test on, so I have no idea if it’ll open, or if I even packaged it correctly 😅

Yeah! In the “Images” tab, there’s an Export tool for top-down and isometric views of the entire scene.

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I think I’ve got all these fixed for the next update. Overlapping actually SHOULD have been allowed, there was a side effect with how the climbing worked that was breaking it. For up/down movement, Alt+Q/E moves flying tokens up and down, though I don’t think I put that in the hints anywhere.

These multiplayer related bugs should, hopefully, be fixed in the 2026-06-23 update.

Oof, that sucks! Sounds like some sort of shader issue- I’ve only tested it on a fairly high end GPU. Does it do anything as the camera moves around, like there’s a broken 3D scene filled with garbage data, or is it just static colors? Would you mind sharing system specs like GPU?

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The grid drawn when pressing tab should be a little bit more pronounced – like the grid when in build mode. It seems like if you click “Reveal All” the grid is displayed nicely.

Can you elaborate on this one? The grid for Tab vs. Build should be identical, and are drawn using all the same systems in the same way, as far as I can tell. The only difference is that Build mode also brightens the scene. It should definitely be totally separate from fog-of-war- what does “Reveal all” change in the grid, exactly?

EDIT: Ah, nevermind, I found it. The full-fog effect is suppressing more outlines than it should be.

Awesome, thanks you testing an actual internet session! This is a good list.

This is the first time I’ve played the game before watching the video and I’m glad I went in blind.

Looks like Internet Archive caught it: https://web.archive.org/web/20161017190834/http://cubekingdom.web.fc2.com/

It should be doable- I also want to try and get a web build, at least for a player-only version. The lighting system is pretty rough right now, not even touching the GPU at all yet, so I think once I’ve got that and multiplayer working the next step will be Mac and Linux builds, since in theory Godot makes that pretty easy.

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I am not but I can try to pass it along. I learned about transsexual.org and the COGIATI and how she relates into the modern online trans space (which I am more familiar with) after I learned about Taasen. I would love to chat about it one-on-one if you have the time, actually.

For now I can at least share this joke:

image.png

❤️❤️❤️

This has been one of my go-to fonts for forever, with me through like five PC crash-and-replacements now. It’ll be in https://www.thegamecrafter.com/games/taasen (not public yet).

So I can credit you correctly, which name is the new one for Star Perv?

Steel came in so slowly that I never felt like I was scaling up- most rounds I had to pass on buying anything, often being only 1 steel short of being able to buy something. But I love the way it looks and sounds, and like the idea.

I would pay for this as is.

If you can add more features, and keep it "abstract" enough to be used for both fantasy and sci-fi, I will happily pay for the next version.

The proposed features I especially like:

  • Topography editor for manual marking (drawing) land, water, city and other types of map regions.
  • Topology editor for editing roads and channels.
  • Customisable list of wards with arbitrary names, layout settings and placement rules.
  • Automatic POI generation - taverns, shops, local temples etc.
  • Name generator for all kinds of toponyms.
  • Customisable palettes and textures.
  • Marking individual buildings with icons, labels, colours, and descriptions.
  • Marking individual wards for highlighting and overriding automatically created labels

Meanwhile, if you can spin off a project that takes manually drawn polygons (such as a building copied from this map) and fills in a procedural floor plan, that would also be amazing.