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		<title><![CDATA[Faldon Forums - 2026/3/13 Update]]></title>
		<link>https://www.faldon.org/topic/7803/</link>
		<description><![CDATA[The most recent posts in 2026/3/13 Update.]]></description>
		<lastBuildDate>Wed, 18 Mar 2026 19:23:22 +0000</lastBuildDate>
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			<title><![CDATA[Re: 2026/3/13 Update]]></title>
			<link>https://www.faldon.org/post/74039/#p74039</link>
			<description><![CDATA[<p>Hmm. Well that&#039;s part of it. The ant cave, or mine art has quite a bit of variable walls that would look best randomly picking a variant for example.</p><p>But secondly I meant more of a general randomizer for any wall/floor set, or multiple selections of wall/floor tilesets. Example is a plant, like the rhododendron art. We have, I dunno 5 or 6 different sets with varying size, rotations, flower blooms. If someone wanted to draw patches of those, a spray brush, combined with randomizer would be a godsend when editing larger nature areas. Perhaps what I mean to say is making &quot;sets&quot; that aren&#039;t an auto placed structure like walls or transition tiles, but more pallettes that you want to randomize.</p><p>Another example are 2nd (or 3rd?) floor layer decals- sticks, pebbles, small plants and such. If we could create mix pallettes in the resource editor of multiple sets with variants then we could add a lot of detail that is otherwise cumbersome to switch from set to set and pick variants. We don&#039;t have that many decal sets currently, but I&#039;d like to make more of them with increased variation. So if there are mixed stone sets that have upwards of 32 or more variants, picking a set and selecting spray would be the bee&#039;s knees.</p><p>Not sure how hard it is to implement though. And not suggesting adding all these features to the map editor if you have &quot;variant&quot; options that are setup made in the resource editor.</p>]]></description>
			<author><![CDATA[dummy@example.com (Master Wu)]]></author>
			<pubDate>Wed, 18 Mar 2026 19:23:22 +0000</pubDate>
			<guid>https://www.faldon.org/post/74039/#p74039</guid>
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			<title><![CDATA[Re: 2026/3/13 Update]]></title>
			<link>https://www.faldon.org/post/74028/#p74028</link>
			<description><![CDATA[<p>The variations are only for tilesets right now (choosing different connectors and base tiles), not for decals, unfortunately.</p><p>Which wall sets are you thinking of? (Some of the wall sets aren&#039;t set up as tilesets at all right now because I hadn&#039;t yet determined how they need to connect.)</p>]]></description>
			<author><![CDATA[dummy@example.com (James)]]></author>
			<pubDate>Mon, 16 Mar 2026 10:53:37 +0000</pubDate>
			<guid>https://www.faldon.org/post/74028/#p74028</guid>
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			<title><![CDATA[Re: 2026/3/13 Update]]></title>
			<link>https://www.faldon.org/post/74026/#p74026</link>
			<description><![CDATA[<p>Nice.</p><div class="quotebox"><blockquote><p>Single-layer &quot;Wall Sets&quot; no longer connect themselves to trees and other decorations.</p></blockquote></div><p>I was wondering what was going on with that.</p><div class="quotebox"><blockquote><p>Tilesets now support variations.</p></blockquote></div><p>Hopefully we can do this with walls too? Many sets have quite a bit of variants.</p><p>This feature will pair nicely with the spray tool when placing random pebbles, plants, or other decal features without spending too much time changing variants.</p>]]></description>
			<author><![CDATA[dummy@example.com (Master Wu)]]></author>
			<pubDate>Sat, 14 Mar 2026 20:37:56 +0000</pubDate>
			<guid>https://www.faldon.org/post/74026/#p74026</guid>
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			<title><![CDATA[2026/3/13 Update]]></title>
			<link>https://www.faldon.org/post/74025/#p74025</link>
			<description><![CDATA[<p>March 13, 2026:<br />Added many tilesets to &quot;Wall Sets&quot;, including some roofs.<br />Added number field support to NPC conversations.<br />Fixed a pixel alignment issue with status text.<br />Fixed form icons all being missing.<br />Fixed Arrakeen&#039;s random NPCs. Their random player names (possibly a very bad idea) did not apply the vulgarity filter.<br />&quot;Ground Sets&quot; now have a priority level, so that (for example) water is placed underneath tall grass, even if it is placed afterward.<br />Single-layer &quot;Wall Sets&quot; no longer connect themselves to trees and other decorations.<br />Tilesets now support variations. For now, the map editor chooses them randomly. (The only tileset with variations right now is the forest grass &quot;Ground Set&quot;. However, because it recognizes all the grass variations, the map editor can now transition water tiles correctly in many more cases.)</p>]]></description>
			<author><![CDATA[dummy@example.com (James)]]></author>
			<pubDate>Fri, 13 Mar 2026 10:54:59 +0000</pubDate>
			<guid>https://www.faldon.org/post/74025/#p74025</guid>
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