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Hexomap 1.8.0

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@bartdebruin-tp bartdebruin-tp released this 09 Nov 14:14
041ba07

Hexomap 1.8.0 makes generated worlds look more like real ones. Coastlines vary from smooth beaches to fjords,
volcanic hot spots leave island chains, neighbouring continents are linked by islands, and islands have varied, ragged
outlines with sandy beaches. Tectonic plates are now off for new worlds and part of the full version.

Coasts and islands

  • Coastlines differ along their length. Some stretches of coast are smooth and gently curving, others broken into
    bays, capes and inlets. On a whole world, coasts near the poles are rugged and fjorded.
  • Islands come in many shapes. They used to be nearly all the same smooth oval. Now they have lobes, bays, capes
    and small islets around them, so no two look alike.
  • Islands have beaches. Warm islands now have sandy beaches along much of their coast, instead of grass and
    jungle running to the water's edge.
  • Continents are linked. Some neighbouring continents are now joined by a chain of islands across the sea between
    them, stepping stones from one coast to the other. Every strait between them stays open water.

Volcanoes and island chains

  • Hot spots leave island chains. Out in the ocean, a volcanic hot spot now leaves a line of islands behind it, in
    the direction the plate moves, like Hawaii. The volcano is at the young end; further along, the islands get smaller
    and lower, and in warm water the oldest have sunk to coral atolls. About half the chains bend part-way.
  • More of them in open ocean. Hot spots now also rise far from plate boundaries, so large oceans get a few chains
    of their own.

Mountains

  • Without tectonic plates, mountains run along a coast. Each continent now has its main mountain range along one
    of its coasts, as the Andes run along South America, with older, lower hills inland. Before, the mountains rose in
    the middle, which made continents look like big islands.

Rarer special terrain

  • Cloud forest, giant forest, mangroves and coral reefs are rarer: about a third to a half of what they were. They
    have eye-catching icons and came out so often that they no longer felt special.

Tectonic plates

  • New worlds start without tectonic plates. The Geology page of the generate and new map dialogs now starts on
    Off: simpler terrain, and generating is a little faster. Choose Auto or Custom to generate with plates as
    before.
  • Tectonic plates are a full-version feature. In the demo, worlds are generated without plates, Generate plates
    on the Plates layer asks for a licence, and a blank new map has no plates. Plates on maps made with the full version
    still show, and you can still paint plates by hand.

A world map of the globe (optional)

  • Stretch land towards the poles. A new option on the Land page of the generate dialog draws a whole world the way a
    map of the globe is drawn: land widens east–west towards the top and bottom of the map. It is off by default, and
    only works with the World climate. With it on, hexes near the poles cover less ground than the map scale says,
    so kingdom sizes and distances there are approximate.

Compatibility

  • Maps are unchanged: the file format is the same, and existing maps open exactly as before.
  • Generating again gives a new world. A seed that you generated with in 1.7 gives a different world in 1.8.0,
    because the generator has changed.
  • Saved generation settings keep their plates. A map that was generated with tectonic plates still asks for them
    when you open its generate dialog.
  • Kingdom counts can come out a little lower. With more small islets, a world can end up with a few kingdoms
    fewer than you asked for, or a little land outside every kingdom.

Updating

Installed Windows copies update themselves: restart Hexomap, or use Help → Check for updates….

On Linux, download the new Hexomap-linux-x64.tar.gz from the
releases page and unpack it over the old folder.

Full changelog: bartdebruin-tp/Hexomap@v1.7.2...v1.8.0

Hexomap 1.7.2

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@bartdebruin-tp bartdebruin-tp released this 08 Nov 20:38
041ba07

Hexomap 1.7.2 gives forests a canopy instead of dots, lets cenotes sit inside the jungle, and tidies the
editor: a leaner terrain panel, the dungeon props in one place, and battle maps that open with a progress card.

Forests and jungle

  • Forests look like forests. The ground of a forest hex was drawn as hundreds of overlapping circles, which on a
    big map read as a repeating pattern of dots. It is now one continuous canopy: shaded hollows, sunlit masses of
    leaves, and a fine leafy grain when you zoom in close. Tiles still join without seams, and drawing the map is just as
    fast. Snowy forests keep their snow.
  • Cenotes blend into the jungle. A cenote hex had its own paler ground, so it stood out as a light patch in the
    middle of the jungle. In the illustrated style it now has the jungle's canopy, with the sinkholes on top, and its
    palette swatch matches. On flat maps cenotes keep their own colour, so you can still tell them from jungle.

A tidier editor

  • The terrain panel is for painting. It no longer repeats the Select tool (it's still in the tool strip) or
    Generate world (it's still in the Map menu).
  • The dungeon props are one theme. The Dwarven halls, Crypt and Warren props were three separate themes in the
    icon palette. They are now one Dungeon theme and appear next to the plain props instead of replacing them.
    Other themes don't show them.
  • New icons aren't named by default. Most placed icons don't need a name, so the icon tool's Name new icons
    option is now off. Turn it on to name icons as you place them.

Battle maps

  • A loading card while a battle map opens. The first time you open a battle map, Hexomap reads it and prepares the
    dungeon textures, which can take a few seconds. A card now shows while that happens, and the window keeps
    responding.
  • Cave walls stand out. In the illustrated style, cave walls have a raised rock cliff, so walls and floor are easy
    to tell apart.
  • Battle maps are a full-version feature. In the demo, A dungeon is here is turned off. Battle maps you made with
    the full version still open.

Compatibility

  • Maps are unchanged: the file format is the same, so existing maps open as before and get the new forests.

Updating

Installed Windows copies update themselves: restart Hexomap, or use Help → Check for updates….

On Linux, download the new Hexomap-linux-x64.tar.gz from the
releases page and unpack it over the old folder.

Full changelog: bartdebruin-tp/Hexomap@v1.7.1...v1.7.2

Hexomap 1.7.1

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@bartdebruin-tp bartdebruin-tp released this 08 Nov 16:29
041ba07

Hexomap 1.7.1 is the first release for Linux. Hexomap now comes as a download you unpack and run on 64-bit Linux
desktops, with the same editor, generator, battle maps and licence as the Windows version. Windows copies are
unchanged.

Hexomap for Linux

  • Download Hexomap-linux-x64.tar.gz from the releases page.
    Unpack it and run ./Hexomap.App in the new Hexomap folder.
  • A menu entry: run ./install.sh in that folder. It copies Hexomap to ~/.local/opt/Hexomap and adds it to
    your application menu, for your user only, with no root rights. ./install.sh --remove takes it away again.
  • What it needs: a 64-bit (x86-64) Linux desktop. There is nothing to install for .NET. Most desktops already have
    the libraries it uses (fontconfig and the X11 client libraries); on a very minimal system, install those first.
  • The same app. It starts as the demo and becomes the full version when you enter your licence key under
    Help → Licence…. Maps are the same files on both systems: a map saved on Linux opens on Windows and the other way
    round.
  • Where things are kept: your settings, your licence and your asset packs are in ~/.config/Hexomap. File →
    Asset packs folder
    opens the packs folder.
  • No automatic updates on Linux. Hexomap on Linux doesn't check for updates: Help → Check for updates… points you
    to the releases page. To update, download the newest archive and unpack it over the old folder (or run
    ./install.sh again). Your maps, settings and licence are not touched.
  • New, and less tested than Windows. The Linux version is brand new. If you find something that behaves
    differently from Windows, please report it.

Text on Linux

  • Labels use fonts Linux has. Labels and map tags were set in Georgia and Segoe UI, which Linux doesn't have, so
    the system picked whatever was closest, often a sans-serif where a serif was meant. On Linux they are now drawn in
    the system's serif and sans-serif fonts. Windows is unchanged.

Compatibility

  • Maps are unchanged: the file format is the same, so existing maps open as before.
  • Installing Hexomap on Linux doesn't change anything for Windows.

Updating

Installed Windows copies update themselves: restart Hexomap, or use Help → Check for updates….

On Linux, download the new Hexomap-linux-x64.tar.gz as described above.

Full changelog: bartdebruin-tp/Hexomap@v1.7.0...v1.7.1

Hexomap 1.7.0

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@bartdebruin-tp bartdebruin-tp released this 08 Nov 10:00
041ba07

Hexomap 1.7.0 brings battle maps. Any icon on your world can hold a dungeon: open it and you're on a square grid
measured in feet, with its own floors and a new dungeon terrain set of floors, walls, doors, stairs and props. Map
generation can also leave tectonic plates out, and a new flight master icon joins every theme.

Battle maps

  • A dungeon on any icon. Select an icon and tick A dungeon is here in Properties. The icon gets a battle map:
    30 × 30 squares of 5 ft, starting with a "Ground floor".
  • Open it by double-clicking the icon, with Ctrl+Enter, with Open battle map in Properties, or from the
    right-click menu.
  • Floors. The trail at the top shows where you are, like Surface › Castle Aldmoor · Ground floor. Its menu adds,
    renames, moves and deletes floors, and Page Up / Page Down switch between them. Each floor has its own undo
    history.
  • Back to the world with Esc, Backspace or the trail, at the view you left, centred on the icon.
  • You can see which icons hold a dungeon: they get a dashed gold frame. It follows the Detail map and dungeon
    markers
    toggle and never shows in the players' view.

Square grids

  • A new grid. In New map, pick Square (battle map). Distances count a diagonal as one step, and fill
    spreads across edges only.
  • Feet or miles. Map properties has a Miles/Feet choice; rulers read like "6 squares · 30 ft".
  • World generation, tectonic plates and detail maps are for hex maps only, for now.

The dungeon terrain set

  • A built-in set for dungeons. New battle maps start as solid rock, with the brush on stone floor, so you carve
    rooms out of the rock. You can also pick the set for any new map.
  • 41 terrains in eight groups: rock, floors, walls, openings, stairs, liquids, hazards and features. Lava, acid and
    sewage can't be crossed by boat.
  • Seven themes: Dwarven halls, Elven, Crypt, Sewer, Fire, Ice and Warren. The theme picker calls the unthemed
    terrains "Common".
  • Textures that fit the squares. Doors, steps, pillars and slabs sit on the map's squares, and the textures repeat
    without seams.
  • 45 props in seven categories: furniture, containers, lights, religious, traps and hazards, dressing, and doors
    and passages.
  • The terrain palette follows the map you're on. It switches to the dungeon set in a battle map and back on the
    world, and remembers the last terrain you picked in each.

Tectonic plates are optional

  • Off, Auto or Custom. The Geology page of the generate dialog has a new choice. Auto picks the number of
    plates as before. Custom lets you set it. Off generates without plates and is a little faster.
  • Without plates, the world still has mountain ranges, plus the odd volcanic hot spot and rift with lava, hot
    springs and salt flats.
  • Generate plates later. On a map without plates, the Plates palette has a Generate plates button.
  • Worlds generated with Auto or Custom come out the same as before.

Flight masters

  • A new icon for where travellers board a flying mount: a winged boot in Points of interest.
  • Every theme draws its own: a wing of leaves for the elves, a wyvern-skull post for the orcs, a brass gyrocopter
    for the dwarves, a rocket boot for the goblins, an angel's wing for holy, and more.

Fixes

  • Selecting beside the map no longer breaks the Properties panel. A click or drag that started outside the map
    could select hexes that aren't there. Now a click outside selects nothing, and a drag selects only the part on the
    map.

Compatibility

  • New file formats. Maps with battle maps, square maps and maps in feet are saved in a newer format. Earlier
    versions of Hexomap can't open them. Other maps are saved as before.

Updating

Installed copies update themselves: restart Hexomap, or use Help → Check for updates….

If you installed 1.8, 1.9 or 1.10 earlier today: those versions were withdrawn, and they won't update to 1.7.0. Download
and run the installer again to get it.

Full changelog: bartdebruin-tp/Hexomap@v1.6.2...v1.7.0

Hexomap 1.6.2

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@bartdebruin-tp bartdebruin-tp released this 07 Nov 22:33
041ba07

Hexomap 1.6.2 makes raised ground look raised and coasts easy to see. High plateaus, escarpments, badlands
and glaciers now stand up from the map with cliffs along their edges, and every coast has a clear line, like an old
sea chart. Generated worlds also get fewer high plateaus, and mountains along rifts and faults.

Coastlines

  • A clear line where the land ends. Every coast has a dark ink line, so land and sea never blur into each other,
    even where their colours are close.
  • Surf and ripples. On illustrated maps, a pale band of surf runs along the shore, with two ripple lines
    following the coast out into the water. They show when you zoom in far enough to see them.
  • Flat maps get the ink line along the hex edges.
  • Frozen seas get the line, but no surf.
  • Rocky coasts rise from the sea. A rocky coast is now a low cliff, set back from the water behind a strip of
    wet shore rocks and pebbles. Toward the land it slopes down gently, with no cliff. Small rocks lie scattered on
    top.
  • Rocky coasts come in long stretches. Generated worlds give whole stretches of shore a rocky coast, with no
    lone rocky hexes.

Raised ground

  • One landform per patch. A patch of high plateau, escarpment, badlands or glacier is drawn as one landform,
    not hex by hex. Its ground runs on across the hexes, and cliffs run only along its outline.
  • Cliffs that fit the terrain. High plateaus and escarpments get layered rock walls. Badlands get low, banded
    bluffs, and glaciers an ice cliff. The cliffs face the viewer, like the side-on terrain symbols, and have a soft
    shadow at their foot.
  • Where raised terrains meet, only the higher one has a cliff, as tall as the step between them, so walls
    never stack. From low to high, the order is badlands, escarpment, high plateau, glacier. A glacier on a plateau
    stands on top of it, and badlands in a glacier lie in a hollow.
  • Cenotes are deep sinkholes. Each cenote hex has one or two round pits that drop away into the ground: a pale
    limestone rim, a dark wall with creepers hanging down, and water far below. Pits no longer overlap, and jungle
    trees grow around them. The terrain palette shows a sinkhole for cenotes too.
  • Canyons go down. A canyon is cut into the ground, with banded red rock walls dropping into it from the
    ground on either side and its floor in their shadow. Through a plateau it is deeper still.
  • These terrains no longer show a symbol in every hex; the cliffs take their place.

Wooded hills and mountains

  • Seven new terrains: jungle, deciduous, coniferous and mixed forest hills, and deciduous, coniferous and
    mixed forest mountains. You'll find them in the new Hills and Mountains & highlands groups of the terrain palette.
  • Trees on the slopes. Their symbols are hills and peaks with trees growing on them. Wooded mountains are a
    little smaller than bare ones.
  • They count as hills and mountains for travel, kingdoms and settlements.

A new terrain theme: the Hive

  • A sea of honey: Deep honey and Honey shallows are runny amber honey, with slow swirls, gloss and bubbles.
  • Wax and pollen: Beeswax flats are smooth, creamy wax. A Pollen meadow is golden ground full of flowers and
    the odd bee. A Blossom grove grows giant flowers, and a Honey marsh is soft wax with pools of honey.
  • Honeycomb that stands up: Comb hills, Comb wall and Comb spires are raised blocks of honeycomb. Their
    cells are full of honey, capped with wax or empty, and each one rises higher than the last.
  • Pick it in the terrain palette's theme list, like the Underdark or the Shadowland.

Another new terrain theme: Candyland

  • Lemonade seas: fizzy Lemonade sea and Lemonade shallows, with bubbles, ice cubes and lemon slices.
  • Frosting land: Sprinkle plains of pink frosting dotted with wrapped sweets and candy canes. A Lollipop
    forest
    grows swirly lollipops.
  • Sweet heights: Jawbreaker hills of striped candy balls, Ice cream peaks topped with cream and a cherry,
    and Wafer cliffs that stand up as layered wafer walls.
  • And more: Cotton candy fields and a Chocolate swamp with marshmallows floating in it.

Thorns, autumn and silverpine

  • Briar thorns: a tangled thicket of thorny brambles with the odd berry, as hard to cross as a forest.
  • Autumn forest: broadleaf woods in fall colours, orange, red and gold.
  • Silverpine forest: pines with silver-blue needles and pale bark.

And one more theme: an Alien world

  • A purple and pink world: a Plasma sea with Glow shallows, Spore flats of pods, Tendril fields, a Bulb
    forest
    of glowing bulb trees, an Ooze bog, Pink mounds, twisted Crystal spires and a raised Glow rift
    veined with cyan. The ground glitters with glowing spores.

Coral reefs

  • Reefs come alive. A coral reef was a patch of turquoise water with dots; it is now a garden of corals:
    branching red coral, purple sea fans, tube sponges, golden brain coral and mixed clusters.

Generating worlds

  • Wooded hills and mountains grow in forest country. Hills there are wooded with the forest around them, and so
    are mountains below the tree line. The high, cold peaks stay bare or snowy.
  • High plateaus are rare, about as rare as badlands. Before, the whole belt behind a mountain range could be
    high plateau; now a few tablelands stand up in it.
  • Mountains where plates split. With tectonic plates, the long lines along rifts and faults are now mountain
    ranges, not escarpment, which looked like a long wall. You can still paint escarpment.

Ports

  • Ports look like port towns. The port icon was a wooden dock with a boat; it is now the town's buildings on the
    quay with a big anchor in front. Every theme's port matches its own town, from elven to shadow.

Ships

  • New ship icons: a warship, a trade ship, a small boat and a shipwreck, in the new Ships category.
  • One set per theme. Every theme has its own ships in its colours, and the warships fly its emblem: a leaf
    for elven, a skull for orc, a hammer for dwarven, a sun for holy, a flame for fire, and so on.

A tidier terrain palette

  • Clearer groups. The palette has new groups: Coast (beach, rocky coast, mangroves), Hills (with the
    wooded hills), Mountains & highlands (with the wooded mountains, plateaus, escarpments, canyons and karst) and
    Volcanic (volcanoes, calderas, lava, hot springs, ash and obsidian).
  • Things where you'd look for them. Cursed, dead and petrified forests are with the blighted lands, rocky land is
    with the dry lands, and mangroves are on the coast.
  • A sensible order in each group. Common terrain comes first, from shallow to deep and from bare to wooded,
    instead of the order the terrain was added in. Themes follow the same order.

Fixes

  • Switching terrain themes no longer crashes Hexomap. Picking another theme in the terrain palette (Underdark,
    Shadowland…) closed the app; it now switches as it should.
  • The Terrain symbols window fits the screen. It was taller than the screen, so its buttons were out of reach.
    The list of terrains now scrolls, OK and Cancel are always in view, and you can resize the window.

Compatibility

  • Maps are unchanged: the file format is the same. Existing maps keep their terrain and get the new look.
  • Maps you generated before keep their plateaus and escarpments until you generate them again.

Updating

Installed copies update themselves: restart Hexomap, or use Help → Check for updates….

Full changelog: bartdebruin-tp/Hexomap@v1.6.1...v1.6.2

Hexomap 1.6.1

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@bartdebruin-tp bartdebruin-tp released this 07 Nov 19:13
3b9332d

Hexomap 1.6.1 updates the terrain. It adds five new terrains and tunes the world generator, so maps have fewer
badlands and volcanoes and more mountains. Two terrains get a new look.

New terrains

  • Oasis: a small pool with palms, on sand that matches the desert around it.
  • Farmland: a patchwork of fields with furrows and hedges.
  • Rocky coast: blue-grey wet rock with water pooled under the rocks, for stony shores.
  • Rocky land: the dry version of rocky coast, for stony ground away from the water.
  • Bamboo forest: dense bamboo stands next to the jungle.

You'll find them in the terrain palette: farmland under Lowlands, bamboo forest under Forests, oasis and rocky coast
under Desert, and rocky land under Mountains.

Renamed and moved

  • Cloud forest is now Mist forest. It works the same as before.
  • Magical forest is now in the Magical lands group of the palette, next to mushroom forest, crystal fields, fey
    glade and holy land.

A new look

  • High plateau looks like a plateau: raised, flat-topped tablelands with steep edges.
  • Cracked earth looks like cracks seen from above: a network of dry mud plates and jagged fissures.

Generating worlds

  • Fewer badlands: about 1 % of the land instead of 3 %.
  • Fewer volcanoes, more mountains: volcanoes appear now and then, and only on mountain peaks. The ash hills around
    them are gone.
  • Oases, cenotes and calderas are rare, about as rare as geothermal fields. Oases appear in deserts, and calderas on
    volcanic peaks and hills.
  • Farmland grows only around settlements. It reaches further around cities and capitals than around villages and
    towns. When you regenerate settlements, the farmland moves with them, and Undo brings back both in one step.
  • Rocky coasts are always next to water. A rocky shore further inland becomes rocky land. This also happens to rocky
    coast inland when you generate terrain in a selection.
  • Bamboo forests appear in the warmer, wetter forests and jungles, and mist forest on high jungle as before.
  • Palm groves are no longer generated; the oasis takes their place. You can still paint them.

Compatibility

  • Maps are unchanged: the file format is the same. Existing maps keep their terrain, including cloud forest,
    which now shows as mist forest.
  • Maps you generated before look the same until you generate them again.

Updating

Installed copies update themselves: restart Hexomap, or use Help → Check for updates….

Full changelog: bartdebruin-tp/Hexomap@v1.6.0...v1.6.1 (#169)

Hexomap 1.6.0

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@bartdebruin-tp bartdebruin-tp released this 07 Nov 17:20
3b9332d
v1.6.0

Initial commit

Hexomap 1.5.0

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@bartdebruin-tp bartdebruin-tp released this 07 Nov 16:07
3b9332d

Hexomap 1.5 reworks the window and the dialogs. The app grew one feature at a time (layers, levels, detail maps,
notes, fog, provinces, shapes, coats of arms…) and the layout hadn't kept up: a long tool strip, layers chosen in two
places, a crowded right panel and a New map window that didn't fit on a laptop screen. Everything you could do before is
still there, and every keyboard shortcut still works.

Layer first, then tool

  • The tool strip shows layers, not tools. At the top are Select, Pan and Measure, then one button per
    layer: Terrain, Regions, Paths, Icons, Shapes, Labels, Notes and Fog. Tectonic plates and Reference
    images
    get a button while you use them. The strip now fits a 768-pixel-high screen without scrolling.
  • A layer's tools are in the side panel, as a row of buttons with icon and name, for example Brush · Fill · Line ·
    Rectangle · Eyedropper · Select
    for terrain. The region brush's modes, Paint, Erase, Contest and Uncontest,
    are now tools you can see instead of a dropdown in the options bar.
  • One active layer everywhere. Choosing a layer in the strip, in the Layers list, in the new Layer menu or with
    Ctrl+1…9 does the same thing: the layer becomes active with the tool you last used on it.
  • All tool shortcuts (B, G, L, R, O, W, P, S, T, F, K, I, M, U,
    H) work as before. Help → Keyboard shortcuts lists the new layer shortcuts.

The left panel

  • The same layout for every layer: the layer's name with its visibility and lock switches, its tools, its
    palette and the actions that belong to it (such as Terrain symbols…, Generate kingdoms in selection… or New
    note
    ).
  • Terrain has a search box, a row of recently used terrain, and groups (water, forests, mountains…) that
    fold away and stay folded. Icons remember the ones you placed recently too.
  • Notes and Select no longer leave the panel empty: Notes explains where notes live, and Select says what you
    can do when nothing is selected.

The right panel

  • Properties and Notes are now tabs. The Notes drawer that floated over the map and the Notes button in the
    options bar are gone; N still shows the notes, and the tab shows how many there are.
  • Properties get the full height of the panel. The Layers list is a section at the top that is folded by
    default, since the strip shows the layers now.
  • Properties have a header with buttons to centre the selection on the map and to delete it, and sections
    that fold
    and stay folded per kind of object: for a region General and Coat of arms, for a label Text and
    style
    and Visibility and placement, for a shape Shape and Style, and Notes.

Levels in the trail bar

The level is now the first step of the bar over the map: Surface ▾ › Hex 12,7. Its menu switches between levels and
adds, renames, moves and deletes them, so the Levels panel is gone. One place says where you are, on a level or
deep in a detail map. Page Up and Page Down still switch levels.

The options bar

  • It starts with the active layer and tool, for example Regions · Paint, so you can see which tool the options
    belong to.
  • One kind of control per kind of setting: sizes and amounts have a slider with a number you can type; choices of
    two to four are buttons side by side; on/off settings are toggle buttons.
  • On a narrow window, options that don't fit go into a ⋯ menu instead of being cut off.
  • On the right: zoom (− / 100 % ▾ / +, with Fit), the grid and the players' view (view-only mode).

More room for the map

  • Both side panels can be resized by dragging their edge, and folded to a thin bar.
  • Tab (or F11) hides both side panels for a clean view of the map, and brings them back.
  • Hexomap remembers the widths, folded panels and folded sections for you.

Menus and a right-click menu

  • The menus are reorganised. Display settings are in View (including Illustrated style and Terrain
    symbols…
    ), editing is in Edit and Map, navigation is in the new Go menu (regions, levels, detail maps),
    and the generators are in the new Generate menu. File has Export (PNG, notes) and Notes folder
    submenus, Map has Levels and Fog of war submenus, and Layer replaces Tools.
  • Edit → Select all (Ctrl+A) and Deselect (Ctrl+Shift+A).
  • Right-click on the map opens a menu that fits what's under the pointer and what's selected: edit, add a note to
    or delete an icon, path or label; open a hex's detail map, add a note, pick its terrain, hide or reveal it, or show its
    region; copy, cut, delete, generate or hide the selected hexes; and always Paste and Zoom to fit. Dragging with
    the right mouse button still pans the map.

New map and generating worlds

  • The New map window fits the screen. With Generate a world on, it was taller than many screens, so Create and
    Cancel fell off the bottom. Now the buttons are always visible, the window can be resized, and it is never bigger
    than your screen. The map settings, the generation settings and the preview sit side by side.
  • The generation settings are grouped into pages: Land, Climate and water, Kingdoms, Places,
    Geology and Terrain mix. Related settings sit together, for example continents with land shape and kingdom
    sizes with kingdoms. The preset, seed and preview are always in view.
  • The exact terrain mix has a page of its own, out of the way unless you need it. The terrains are grouped like the
    terrain palette, with a total per group, and a warning shows when the total isn't 100 %. While the mix is on, the
    climate settings it replaces are switched off, with a note saying why.
  • Every setting has a short description when you hover it, and a dot marks the settings you changed from the
    preset. Reset all goes back to it.
  • Regenerating a map: the steps to regenerate are at the top, and pages whose steps are off are greyed out, so you
    can see which settings matter.
  • The same layout is used in Generate → World… and In selection…, and Kingdoms in selection… fits the
    screen too. These windows remember the size you give them.

Compatibility

  • Maps are unchanged: the file format is the same, so maps open in 1.4 and 1.5 alike. Generation settings and
    presets saved with a map load into the new pages as they were.
  • Your keyboard shortcuts, including ones you changed yourself, still work.

Updating

Installed copies update themselves: restart Hexomap, or use Help → Check for updates….

Hexomap 1.4.0

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@bartdebruin-tp bartdebruin-tp released this 07 Nov 14:29
3b9332d

Hexomap 1.4.0 lets you trace a map from an image: load a sketch, a scan of a hand-drawn map or a map from a
setting you own, line it up with the hexes, and paint terrain and draw rivers, roads, coasts and borders right on top of
it with the normal tools.

Reference images

  • Add an image: Map → Add reference image…, or the button in the new Reference images palette. PNG, JPEG,
    WebP and BMP work. The image is placed in the middle of the view, under the map, half see-through.
  • Under or over the map: under the map, the terrain is drawn see-through so the image shows through it. The
    palette's Terrain opacity while tracing slider sets how much. Over the map, the image lies on top of everything at
    the opacity you choose, which is often easier for tracing coastlines.
  • Move, scale and turn it with the Reference image tool (K), or the Select tool on the Reference layer: drag
    the image to move it, drag a corner to scale it (it keeps its shape), and drag the handle above it to turn it
    (Shift snaps to 15°). The Properties panel has the same values to type in, plus opacity, shown and locked. A
    locked image can't be moved by accident while you trace.
  • Several images per map, for example one per region of a large world. Bring forward and Send back change
    which one lies on top.
  • A new Reference layer at the bottom of the Layers panel shows, hides or locks all images at once.
  • Every change to an image is an undo step, so an image moved by accident is one Ctrl+Z away.

Lining it up with the hexes

In the Properties panel of a selected image:

  • Calibrate scale…: click two points on the image and enter how far apart they are, in miles (at the map's miles
    per hex) or in hexes. The image is scaled to match.
  • Align to hexes…: click a point on the image, then the hex it belongs to, and do that once more. The image is
    moved, scaled and turned to fit both pairs.
  • Fit to map: scale the image to cover the whole map, upright and centred.

Saving

  • Linked or embedded, per image. A linked image keeps only the file's location, which keeps the map file small but
    needs the image to stay where it is. An embedded image is stored inside the map file, so the map works on any
    computer.
  • When you save a map with linked images of up to 20 MB, Hexomap offers once to embed them.
  • If the map and its images are moved together to another folder or computer, Hexomap finds the images there.
  • A missing image doesn't stop the map from opening: it shows as a dashed frame with its file name, and
    Locate… in the Properties panel points it to the file's new location.
  • Very large scans (larger than 8192 pixels on a side) are scaled down to 8192 for display. The original file is not
    changed.

Only for you

Reference images are a tracing aid, not part of the map: they are never in PNG export, the players' view or
view-only mode. Showing, hiding or fading them doesn't slow the map down, even on a 4096 × 4096 map with a large
scan.

Compatibility

  • Maps with reference images use file format 7. Hexomap 1.3 cannot open them and asks you to update, instead of
    silently dropping the images.
  • Maps without reference images are saved in the same format as before and still open in older versions.

Updating

Installed copies update themselves: restart Hexomap, or use Help → Check for updates….

Full changelog: bartdebruin-tp/Hexomap@v1.3.0...v1.4.0 (#142)

Hexomap 1.3.1

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@bartdebruin-tp bartdebruin-tp released this 07 Nov 12:59
3b9332d

Hexomap 1.3.1 fixes a crash when opening a detail map, and makes detail maps bigger.

Fixes

  • No more crash when opening a detail map. Double-clicking a hex to open its detail map could close Hexomap at once.
    It now opens the detail map as it should.

Detail maps

  • Detail maps are one ring bigger: 37 hexes instead of 19, at about 1 mile per hex on a 6-mile map (was 1.4 miles).
    There is more room to add detail to a hex.
  • The dimmed ring around a detail map grows with it and shows 4 hexes of each neighbouring detail map (was 3).

Compatibility

  • Detail maps made with 1.3.0 don't open in 1.3.1. They are a different size, so Hexomap shows an error when you
    open one, instead of the map. The rest of the map opens, and saving keeps those detail maps as they are.

Updating

Installed copies update themselves: restart Hexomap, or use Help → Check for updates….