In this update2
Full notes
Full Overworld - Map Keeper's Realm update
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What changed
- Balance
- Gameplay
- UI and audio
- Maps
- Performance
- Fixes
Overworld - Map Keeper's Realm changes
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.
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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.
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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.
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*As always: bug reports and feature requests welcome.*
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