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Steam News26 May 20261mo ago

Update 065 - Improved POIs and Fog of War

HexMapEditor Update — Multi-POI Stacks & Fog of War Polish Two updates in this release. The big one: hex tiles now hold as many POIs as you want, with a tidy click-to-fan disclosure.

In this update2

Full notes

Full Overworld - Map Keeper's Realm update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix2 additions6 changes2 removals
  • Balance
  • Gameplay
  • UI and audio
  • Maps
  • Performance
  • Fixes
changedHexMapEditor Update — Multi-POI Stacks & Fog of War PolishTwo updates in this release. The big one: hex tiles now hold as many POIs as you want, with a tidy click-to-fan disclosure. The other: a stack of fog-of-war fixes so hiding
addedMultiple POIs Per HexThat's gone. A hex can now hold as many POIs as it needs to.
changedMultiple POIs Per Hex*Click the badge** to fan the stack out around the hex — each POI on its own leg with a connector line back to the origin.
changedMultiple POIs Per Hex*Drag a leg** to move just that POI. Drop it on an empty hex, or drop it onto another stack to merge.
addedMultiple POIs Per HexA new **"New POI"** button in the POI tool panel arms create-mode for one click. No more accidental creation when you meant to select — explicit arming, single-shot,
changedMultiple POIs Per HexClick accuracy after zooming or moving POIs is now reliable (previously, clicks could miss a freshly-moved POI until you nudged the zoom).

Overworld - Map Keeper's Realm changes

changedTwo updates in this release. The big one: hex tiles now hold as many POIs as you want, with a tidy click-to-fan disclosure. The other: a stack of fog-of-war fixes so hiding
addedThat's gone. A hex can now hold as many POIs as it needs to.
changed*Click the badge** to fan the stack out around the hex — each POI on its own leg with a connector line back to the origin.
changed*Drag a leg** to move just that POI. Drop it on an empty hex, or drop it onto another stack to merge.
addedA new **"New POI"** button in the POI tool panel arms create-mode for one click. No more accidental creation when you meant to select — explicit arming, single-shot,

HexMapEditor Update — Multi-POI Stacks & Fog of War Polish

Two updates in this release.

The big one

hex tiles now hold as many POIs as you want, with a tidy click-to-fan disclosure.

The other

a stack of fog-of-war fixes so hiding

works the way you'd expect across every editor level.

---

Multiple POIs Per Hex

Until now, each hex held a single POI. That made sense for marking a town but fell apart anywhere you wanted a town **and** a quest marker **and** a dungeon entrance.

That's gone. A hex can now hold as many POIs as it needs to.

**How it works in the editor**

  • When a hex has more than one POI, it shows a single marker with a **"+N" badge**.

  • **Click the badge** to fan the stack out around the hex — each POI on its own leg with a connector line back to the origin.

  • **Click any leg** to select that POI; click outside to collapse the fan.

  • **Drag a leg** to move just that POI. Drop it on an empty hex, or drop it onto another stack to merge.

  • A new **"New POI"** button in the POI tool panel arms create-mode for one click. No more accidental creation when you meant to select — explicit arming, single-shot,

auto-disarms.

**A few quality-of-life fixes bundled in**

  • Click accuracy after zooming or moving POIs is now reliable (previously, clicks could miss a freshly-moved POI until you nudged the zoom).

  • POI markers no longer steal clicks from UI overlays sitting on top of them.

Specs, contracts, and design notes for the feature live under `specs/008-poi-stacking/` if you want to dig in.

---

Fog of War Across Every Level

If you've been using the hide/show tool, you may have noticed it didn't always do what you asked. Specifically:

  • **Hiding a region at the Region/Continent level didn't propagate down to the detailed map.** Your hidden region looked hidden on the overview, but the detailed view still

showed everything.

  • **The "Hide All" / "Show All" buttons crashed at the World level.** The World editor uses a different rendering path than the lower-level editors, and the bulk operation

wasn't aware of that.

  • **Locked tiles (user-painted features at the detail level) were "punching holes" in fog at the overview.** If you'd painted a town at the detail level and then hid the

region containing it at the overview, the town would stubbornly remain visible.

All three are fixed.

**What's working now**

  • Hide/show changes at any level propagate **both up and down** through the zoom levels on save.

  • "Hide All" and "Show All" now work at **every** editor level — World, Continent/Region, and the detailed Board view.

  • Locking still protects your painted terrain from being overwritten by pyramid changes, but **it no longer shields tiles from fog**. Hide a region, and everything inside

it is hidden — including the details you painted.

  • Bulk hide/show is a single undoable action now (one Ctrl+Z reverses the whole sweep) instead of thousands of per-tile undos.

If you had worlds where fog "leaked" through to detailed tiles, loading and re-saving them after this update will reconcile the state across levels.

---

*As always: bug reports and feature requests welcome.*

Source

Steam News / 26 May 2026

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