Filroden's FoundryVTT Modules

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Filroden's World Map Builder

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Welcome to Filroden's World Map Builder

Filroden's World Map Builder is a system-agnostic cartography tool. It generates terrain, moisture and temperatures using a procedural, deterministic model so using the same "seed" will generate the same model. It then calculates appropriate biomes taking into account the latitude and underlying models including wind patterns. You can scale and offset the result to frame a map that is close to your idea so that you can apply the final edits to the world using non-destructive vector brushes, then place terrain features, infrastructure, regions, etc.

Maps are saved in Journals and stored in a Journal Compendium. The procedural plus non-destructive brush approach means the resulting saved journal is very compact in size.

Main Features

  • Advanced Procedural Generation: The underlying engine calculates authentic topography using layered noise and geological stretch parameters. It dynamically simulates climate by mapping global temperature gradients and tracking geographical orographic lift (rain shadows) to accurately determine Whittaker biomes.
  • Dynamic Hydrology Systems: Rivers are carved procedurally using greedy downhill algorithms, naturally pooling into lakes until they overflow their basins, and freezing intelligently based on altitude and regional climate thresholds. Additional river sources can be placed manually, and procedurally generated sources can be removed.
  • Non-Destructive Vector Brush Engine: Edit the terrain (raising, lowering, and smoothing) or paint custom biomes with a responsive freehand brush tool. Under the hood, edits are saved as a spatial vector history rather than static pixels, preserving your exact strokes for future map scaling and regional zooming.
  • Vector Information Layers: You can add infrastructure (points of interest, routes, etc), regional polygons, labels and cartographic decorations to any map, fine-tuning their placement, size and style.
  • Easy Regional Map Creation: Once your master world map is created you can generate regional maps that faithfully match the original but at much higher resolution. Because of procedural generation, this provides almost infinite ability to "zoom in" and create larger and larger scale maps (from World to almost street level). There are limits, so the more you increase map scale, the flatter the map will become.
  • Export to Scene: All features (and entire layers) can be set to be visible to players, GMs or no-one. When you export the map to create a new Foundry Scene, it will export the player visible elements to the background image and place a map tile over it containing the GM-only features. A Scene Journal is also created which contains any feature names and descriptions and each feature is linked from the map to the journal using map pins.
  • Export to PNG: If you want to save the map for external use, you can also export the current visible features to a PNG file.
  • Interactive 3D Visualisation: View your 2D cartography in an interactive 3D web view. The biome map is draped over your custom topography, complete with topographical river vectors, ocean planes, and dynamic lighting. This feature is purely visual and included for fun. It will not update to any changes made until it is toggled again.
  • Compendium Integration: Maps are saved directly to a dedicated compendium. Each save automatically generates a readable journal showing your parameters. The application UI contains map management tools which allow you to easily load, duplicate, rename, or export your worlds as shareable JSON files.

World Map (generated at 4000 x 4000 pixels)

World map


Regional Map generated from the above World Map (generated at 4000 x 2730 pixels)

Regional Map generated from the World map


How to Use

Note: This section will be completed and moved to the module wiki before release.

  1. Filroden's World Map Builder can be opened from the Scenes sidebar. A new button has been added at the top of the sidebar called Map Builder.

The Map Canvas

The main window in the module shows the current map.

Hold Left Click to drag the map, and use the Scroll Wheel to zoom in and out.

As you move the mouse pointer over the map, a display of the elevation, moisture, temperature values and biome type will show in the top left corner of the map.

There are map controls in the bottom right corner of the map (only visible when the mouse is inside the map canvas).

Map Controls

  • The first three icons toggle different views of the map: the player-visible features, GM-visible features and hidden features.
  • The next group of icons toggle different layers on or off: base map, terrain, biomes, hydrology (rivers and lakes), infrastructure, regions, labels and cartography decorations.
  • The next three icons toggle specific information layers: contour lines, the map grid, a map reference image.
  • The final three icons allow you to zoom in and out, and to reset the map so it fills the window.

Important: The toggle states of the layers (including the contours and grid layers) determines what will be exported (either as a PNG or as a scene).

Map Making Tools

General notes on edit mode

Many of the following tools offer an edit mode. This mode has certain common features:

  • If you click the "Toggle Edit [Tool]" button in the sidebar a new toolbar will appear above the map containing edit tools.
  • While in edit mode the tool sidebar is locked to prevent changes while you are editing.
  • All edit toolbars have an "Undo" and "Redo" action.
  • Either click the "Toggle Edit [Tool]" button again to exit edit mode, or switch to a different map tool.

In edit mode, some layers allow features to be added, moved or removed with mouse actions. Only the features relating to the specific tool can be edited. Not every action is available for every tool.

  • Move: Pins, region nodes, labels and cartographic decorations can be moved by holding the Left-click and dragging.
  • Add: New region nodes can be added by using SHIFT + left-click.
  • Remove: Existing pins and region nodes can be removed by using CTRL (or CMD) + left-click.
  • Rotate: Labels and cartographic decorations can be rotated by using the Scroll Wheel while holding Left-click.
  • Re-size: Cartographic decorations can be re-sized using the SHIFT + Scroll Wheel while holding Left-click.

Generating a New Map

  1. On the "Create New Map" tool, to generate a new map either enter a map seed or generate a random seed, set the map resolution and the latitude range it represets and click "Create New Map".

    Note: If you have an unsaved changes on the existing map you will be prompted to save or discard them.

  2. [Optional] Select a grid to display. By default, the grid layer is disabled in the map canvas controls. To see the grid, simply toggle the grid icon in the map controls.

Creating a new map will procedurally generate a terrain, moisture and temperature model for the world, and calculate appropriate biomes.

It is recommended that you work through each map tool in turn to edit the map.

Map Tools

Generating Regional Maps

It is possible to create new, high-resolution maps based on a cropped area of existing maps. All terrain edits and vector features are preserved, and the new maps are nested as children under their parent map in the manager.

Note: Once created, the new regional map and the original map are completely independant of each other. Changes to one will not affect the other.

  1. With the existing map loaded, select the "Create Regional Map from Existing Map" button at the bottom of the "Create New Map" tool. This will open a toolbar and display a crop window.

  2. In the toolbar, change the resolution of the width of the new map (height will be calculated automatically).

  3. On the map canvas, drag the corners of the crop window to resize it, and drag it into position. The toolbar will update to show the calculated map resolution and the new latitude ranges of the map.

    Map Crop Tool

  4. Once you are happy, click the "Generate Map" button. You will be asked for a new map name. The map will then be created and saved. You can load it in the "Manage Maps" tool where it will appear as a child of the original map.

  5. Fine tune river positions, points of interest pins and labels.

    • The additional terrain detail is likely to create new routes for rivers so you may need to edit the terrain slightly to allow rivers to continue their original paths.
    • Points of Interest pins (infrastructure) and labels will be positioned at the same centred position of the original map but because the font/icon size is smaller (relative to the map) they will now be slightly offset.

Terrain

The terrain is generated automatically. Once generated, the terrain can be edited by the user.

  1. Global Settings

    • Sea Level: Set the sea level. This will update the map to show the new coastline.
  2. Elevation Model The terrain model is infinite in size. These controls determine which part of the model you see.

    • Map Transformation: Use the zoom buttons and the nudge buttons to change your position in the model. Both groups have a reset button between them, to return you to the original positions.
    • Detail: Determine how smooth or detailed the model will be.
    • Stretch: Higher values result in mid-elevations being stretched and high/low elevations being compressed. This allows for larger plains to form.
  3. Edit Terrain Use the edit tools to adjust your terrain.

    Brush tools work similar to brush tools in graphics packages.

    • Brush Size: The radius of the brush tool.

    • Brush Strength: How quickly the brush is applied.

    • Brush Feather: How much the brush is blended with the surrounding terrain. Feathering increases towards the edges of the brush.

    • Raise Terrain: This brush increases the elevation of the terrain beneath it.

    • Lower Terrain: This brush reduces the elevation of the terrain beneath it.

    • Smooth Terrain: This brush "averages" the terrain elevations under it.

    • Slope Up: This brush takes the starting elevation and then increases elevation as you move away from that point.

    • Level Terrain: This brush levels the terrain to match the exact elevation at the centre of your click, smoothly feathering into the surrounding landscape.

    • Slope Down: This brush takes the starting elevation and then decreases elevation as you move away from that point.

Biomes (Climate)

Biomes are generated automatically depending on the latitude, terrain, temperature profile and moisture profile. It also accounts for prevailing wind patterns tracking geographical orographic lift (rain shadows). Once generated, the biomes can be edited by the user.

  1. Climate Settings

    • Global Temperature: Determine how warm or cold the overall global climate is. Lower the value to create ice worlds and raise it to create desert worlds.
    • Season: Determine the current season. Set a value of 0 for Spring/Autumn, and a value of -1 or 1 for Summer/Winter (by hemisphere).
  2. Moisture Settings

    • Global Moisture: Determine how wet or dry the overall climate is.
    • Scale: Determine the "size" of the moisture distribution from large constistent areas to very changeable and details variations within small areas.
  3. Edit Biomes Use the edit tools to place your own biomes.

    Brush tools work similar to brush tools in graphics packages.

    • Brush Size: The radius of the brush tool.

    • Brush Strength: How quickly the brush is applied.

    • Brush Feather: How much the brush is blended with the surrounding terrain. Feathering increases towards the edges of the brush.

    • Select Biome: Select which biome type to paint. Any custom biomes you have created in the Map Configuration tool will also appear here as selectable brushes.

Terrain Features

  • Rivers and Lakes: River sources are automatically generated where the moisture levels are high enough. River sources form between certain elevations which can be changed in the Map Configuration settings. They find their way down the terrain until they reach natural depressions. Water will then pool to form lakes. If the lakes becomes large enough, they may find new paths down the terrain and potentially reach the ocean. When a map is generated, the procedural river sources are permanently baked into the map as editable pins.
  1. Edit Terrain Features

    Brush tools work similar to brush tools in graphics packages.

    • Brush Size: The radius of the brush tool.

    • Add New River Source:: Add a pin to spawn a custom river.

    • Erase Pin: Delete any river source pin within the brush area (whether procedurally generated or manually placed) to remove that river.

Infrastructure

You can add two types of infrastructure:

  • Points of Interest
  • Routes

Once created, they are shown in the sidebar as cards. Each card has four buttons:

  • Visibility: Set whether the feature will be visible to players, the GM or completely hidden.
  • Focus View: Clicking this will pan the map and zoom to the feature.
  • Edit Details: You can edit the feature's name, add a description and:
    • For Points of Interest, change the marker icon and its size.
    • For Routes, change its colour, its thickness and its line style (solid, dashed or dotted).
  • Delete

Descriptions for Points of Interest will be shown as tooltips if you hover over its marker. Descriptions can be styled using <HTML> elements, including referencing images, etc.

Both Points of Interest and Routes will show a label. The label can be edited seperately using the label tool.

  1. Edit Infrastructure

    The Edit Infrastructure toolbar offers the following buttons and options:

    • Place Point of Interest: Used to drop markers on the map.
    • Draw Route: Used to draw routes (roads, sea routes, etc). Routes are made up of nodes and a smooth line is drawn connected each node.

    The remainder of the toolbar depends on which of the above two options is active:

    • Points of Interest

      • Select Marker Icon: Select the icon to be used as the marker. The size of the marker can be changed inside the "Edit Details" from the sidebar (see above).
    • Routes

      • Snap to Points: If enabled, route nodes will try to snap to a nearby point of interest.
      • Quick Styles: Four quick styles have been pre-configured which set the colour, thickness and style of line. These can be toggled on and off.
      • Colour / Thickness / Style Or each property can be customised. All three can be changed from inside the "Edit Details" (see above).

Regions

The Regions tool allows you to draw custom polygons to show political, economic, or other areas. Regions are organised into customisable layers. Entire layers, or individual regions within those layers, can have their visibility toggled on or off.

  1. Add a new Region Layer from the main sidebar.

    Each Region Layer can be edited to add a name.

  2. Enable Edit mode to add or edit regions within each layer.

    If more than one layer exists, select the region layer that is being edited. The region layer name will change colour to show it is selected.

  3. The edit toolbar allows you to:

    • Add a new region within the selected layer (which will automatically close any existing region being drawn).
    • Set the style of the polygon fill (including a no fill option) and border.
    • Toggle polygon smoothing.
  4. Click the canvas to create a node. To close a region, either add a node close to the starting node, click the "Add New Region" button, or exit Edit mode.

Labels

The Labels tool allows you to edit existing labels and add/delete custom labels.

  1. Labels are automatically created for any vector item created using other tools, e.g., Points of Interest, routes and regions. These labels can be renamed, their styles edited and have their visibility toggled. They cannot be deleted.

  2. To edit a label click its edit button shown after its name in the sidebar. You can change its name and its style.

    Changing the name of the label in the Labels tool also changes it name when inspected in the tool it belongs to if it was automatically created.

  3. Individual labels can have their visibility toggled by clicking the visibility button before its name in the sidebar.

    Hidden labels will not be exported. Use the visibility toggle to control what information you want to share, e.g., by creating a player map and a GM map.

Cartography

The Cartography tool allows you to add decorations to the map.

  1. Scale Bar: Set the map units, the scale interval size (in pixels), the number of map units represented by a major tick, and the number of major/minor intervals to show on the scale bar.

  2. Map Border: At launch, three simple border types can be set, and a single colour applied.

  3. Other Decorations: You can add any image file as a decoration, e.g., adding a windrose or compass, or adding a map cartouche you have designed outside Foundry.

Module Settings

3D View

  1. Use the 3D View tool to see your 2D cartography in 3D. The biome map is draped over your custom topography, complete with topographical river vectors, ocean planes, and dynamic lighting. This feature is purely visual and included for fun. It will not update to any changes made until it is toggled again.

    While 3D View is enabled, the sidebar and map tools are hidden.

Reference Images

You can load a reference image to act as a guide when creating your map. Please make sure you have permission to use any map used as a reference.

  1. Use the Reference Image tool.
  2. Select the file using the file picker.
  3. Use the mouse left click while the reference tool is enabled to quickly move the image and use SHIFT + Scroll Wheel to scale it.
  4. Use the zoom and D-Pad buttons to fine tune its scale and position.
  5. The reference image can be toggled on and off using the tools in the bottom right of the map canvas.

Reference images will be automatically excluded from any export.

Map Configuration

You can change some of the map configuration settings.

  1. Visuals

    • Contour Interval: Change the elevation interval between contours.
    • Active Biome Opacity: Set the opacity of the biome layer when it is the active tool.
    • Inactive Biome Opacity: Set the opacity of the biome layer when it is not the active tool. This is useful if you want the terrain to be more visible through the biome colours.
  2. Hydrology

    • Max Lake Size: Set how large lakes can become. The larger the value, the more likely the lake will continue to grow until it finds a new path to flow down the terrain. Smaller values will result in more inland lakes which have no links to the ocean.
    • Spring Altitude (Min): Set the lowest elevation where river sources can randomly spawn. This prevents rivers trying to form on flat plains.
    • Spring Moisture (Min): Set the minimum moisture level where river sources can randomly spawn. This prevents rivers trying to form in deserts.
    • River Meander: Set how much a river will meander as it flows downhill. A value of 0 will mean it flows in a straight line.
  3. Climate

    • Altitude Cooling Mod: Sets an altitude above which glaciers form on mountains.
    • Freezing Threshold: Sets the temperature threshold for when rivers and lakes freeze.
  4. Biome Colours

    • Click the colour swatch to edit the colour of each biome.

Map Management Tools

Exporting to an external PNG

This tool is to export a flat PNG image of your map which can be saved and shared anywhere.

  1. Use the Export to PNG tool found near the bottom of the toolbar to export all visible layers as a PNG image. The module will automatically hide any reference image. This is a temporary feature until more export tools are added.

Exporting to a Scene

This tool exports the map directly into a playable Foundry scene. It will create:

  • A base map containing all layers set to "Player" visibility. It will configure the grid, disable token vision, and enable global illumination.
  • An overlay map tile containing any layers set to "GM" visibility.
  • A journal with a page for every visible feature on the map.
  • Map pins for all visible regions and infrastructure features, linked directly to their journal page.

How to export:

Note: Re-exporting a map to an existing scene is a non-destructive process for the canvas. It will safely update the background and grid without deleting any walls, lighting, or tokens already placed on the scene. Re-exporting journals will overwrite existing content if that option is selected.

  1. Open the Export to Scene tool to launch the dialogue.

    Scene Export Dialogue

  2. Name the scene (defaults to the current map name).

  3. Use the folder browser to select a directory in your world data folder to save the map images.

  4. Select if you want to generate the associated journal and map pins.

  5. If updating an existing scene, choose whether to overwrite the existing journal. (Warning: Overwriting will delete any edits made manually to the journal made directly through normal Foundry tools).

    Exported Scene showing linked journal

  6. Select if you want to extract the GM-only overlay tile.

When you click "Confirm", the interface will lock to prevent changes during the extraction process. When completed, your canvas will switch to view the new scene.

Note: FoundryVTT Version 14 offers no way to completely hide map tiles from a GM's view, only from players. The module "Tile Sort" by TheRipper93 enables that feature.

Saving a Map

  1. Use the Quick Save tool found near the bottom of the toolbar.

    If the map has not been saved before it will ask for a filename. If it has been saved before it will show the map name in the tooltip. Saved maps are found in the compendium called Filroden's World Map Builder as Journals. If the map has been saved before, it will save any changes to the existing map inside the compendium.

  2. Each map is saved as a data file inside the journal. The journal also shows the main map generation settings. Important: Save often!

    Journal Page for Exported Map

Loading an Existing Map

  1. Use the Manage Maps tool to see all saved maps (this is the same list of maps found in the compendium).
  2. Click the Load button on the map.
  3. Alternatively, if you have an exported JSON file, use the button at the bottom of the sidebar to import it.

Other Tools: The second button on each map (the "kebab" icon) opens a menu which has the following additional tools:

  • Rename: Rename the map.
  • Duplicate: Create a copy of the map. This is useful if you want to create versions of the map for winter and summer.
  • Export JSON: Export the map data into a JSON file. This allows you to share maps with others.
  • Delete: Delete the map. This can also be done inside the normal Foundry compendium.

Important Note on Performance

The generator can be computationally heavy when calculating new terrain, moisture, and temperature models, particularly at larger resolutions. Maps of 1000x1000 pixels process very quickly. Maps of 4000x4000 pixels look beautiful, but may take a few seconds to calculate even on powerful PCs. Once the initial calculation is complete, the application returns to being highly responsive.

Roadmap

  • Configure quick styles for routes, etc.
  • Scene tools to allow quicker toggling of the in-game map grid or map pins (which would otherwise take multiple clicks through Foundry's UI).
  • Multi-tile export support, allowing the GM to toggle distinct layers (like political borders or trade routes) on and off during live play.
  • A Sandbox Mode allowing the import of DEM or greyscale heightmaps to bypass the procedural generation entirely.
  • Simulate the effects of tectonic plate boundaries (convergent, divergent and lateral) and simulate the effects of hot spots and continental drift.
Changelog
Version 1.0.0

SAVED MAP CHANGES
The procedural noise generators and vector elevation brushes have been normalised. If you load a map created in an earlier version, you will notice peaks and valleys look more organic and less like flat plateaus. You may also see slight shifts in coastlines and biome placements. These shifts are minor but ensure vastly improved terrain generation moving forward.

FEATURES
- Regional Map Creation: Generate a new, high-resolution map from a cropped area of your world. All terrain edits and vector features are preserved, and the new maps are nested as children under their parent map in the map manager.
- Themes: Added light and dark themes, alongside a new configuration toggle to switch the base interface colour between gold and teal.
- Custom Biomes: Create custom biomes in the Map Configuration tool, which then appear as selectable brushes in the Biome tool.
- Level Terrain Brush: Added a new terrain brush that levels terrain to match the elevation at the centre of your click. The feather setting controls how smoothly this blends into the surrounding area.

IMPROVEMENTS
- Procedurally spawned river sources are converted into map pins so they can be moved or deleted.
- When creating a new map with a resolution other than the default 1000 x 1000 pixels, the noise scale used by the procedural generator is adjusted to reflect the new resolution. This does not affect existing maps.
- Icons for infrastructure points of interest are now white by default. This is to allow them to be coloured in a later update.
- UI lists (such as regions and saved maps) are now sorted alphabetically.
- Route quick styles now function as toggles. Clicking an active style resets the route to its default settings.
- The biome brush now paints solid areas rather than scattered pixels, ensuring painted biomes better match the visual style of the generated map.
- Adjusted the temperature model to produce smooth, map-wide climate variations rather than scattered noise. Note: Maps generated during the beta phase will experience a slight shift in biome placement when loaded in this version.
- Added a brief pause when typing inputs or dragging sliders so you can finish your adjustment before the map redraws.

BUG FIXES
- Fixed an issue where the "Remove Pin" button failed to operate while editing within the Features tool.
- The Grid Type select dropdown will now correctly show the active pattern when loading a map.
- Switching away from the Biome tool will now return the biome layer to its inactive opacity, allowing contours and terrain to be seen.

UNDER THE HOOD
- Biome Brush Performance: Isolated the biome brush rendering pipeline so it no longer triggers a recalculation of the procedural climate models, significantly improving brushing performance.

Version 1.0.0-beta1

FEATURES
- Export to Scene: Maps can now be exported directly to a playable scene. The base map contains player-visible information, while GM-only data is saved to a hidden map tile. The tool also generates a journal containing region and feature descriptions, and creates map pins linked directly to these journal pages.
- Labels: A new label tool displays names for points of interest, routes, and regions. In edit mode, labels can be dragged or rotated (using the scroll wheel). Left-clicking adds a custom label, and CTRL/CMD + left-click removes it. Labels from other tools can be hidden but not deleted. Text outlines automatically adapt to the background colour for readability.
- Cartography Decorations: Scale bars, borders, and custom images can be added to the map. In edit mode, these can be dragged, rotated with the scroll wheel, and resized using SHIFT + scroll wheel.
- Slope Brushes: Two new terrain brushes allow for gradual sloping. The strength setting controls the gradient, and feathering controls the blend with surrounding terrain.
- Global Scaling: Moving or scaling the terrain now automatically updates the position and scale of all vector layers (features, infrastructure, regions, and labels) to maintain alignment.

IMPROVEMENTS
- Feature visibility now uses a three-state system: Player, GM, or None.
- Added map controls to toggle the display of features based on their visibility state.
- The mouse cursor updates to show the brush area when using terrain or biome tools in edit mode.
- Reduced the minimum brush size to 2px for finer detailing.
- The application now prompts to save or discard unsaved changes before closing or loading a different map.
- Renamed the "Scene" tool to "Create New Map" and moved the map seed input into this section.
- The brush size tool now applies when placing or blocking river springs. River sources and blocked springs can be dragged or removed just like standard pins.
- Added UI warnings if the terrain scale is set above or below the generator's limits.
- Moved the grid layer to render beneath labels and cartography decorations.
- Infrastructure icons can now be resized.
- Performance Updates: The UI refreshes significantly faster when using vector tools, as the full map only recalculates when pixel layers are modified. Maps also now only calculate once on loading.

BUG FIXES
- Moving or scaling the map after using the terrain brush correctly reapplies the brush strokes at the new coordinates.
- Changing the map seed reliably generates a new map.
- Creating a new map resets the quick save state, preventing accidental overwrites.

UNDER THE HOOD
- Consolidated UI action handlers across multiple tools.

Version 1.0.0-alpha4

Note: The icon for "Export to PNG" has been changed to a "PNG" icon and the "Image" icon is now used for the new "Reference Image" tool.

FEATURES
- Regions: Added the Regions tool to draw, edit, and organise custom polygons. Regions are grouped into layers and feature customisable fill colours, patterns, line styles, border thicknesses, and geometric smoothing.
- Reference Image: Added a new tool to load a reference image. Once loaded the mouse Left Click can be used to drag the image into position and SHIFT + Scroll Wheel can be used to scale it. Scale and offset buttons are available in the Reference sidebar for fine tuning. The image can be toggled on and off using the map tools in the bottom right of the canvas. The reference image will be automatically excluded from any exports.

IMPROVEMENTS
- Sorted the display of routes by their line thickness, so wider roads appear on top.
- Changed the end cap style of route lines to be rounded, not square.
- Include the map name in the "Quick Save" button tooltip if one is set.

BUG FIXES
- Fixed over-aggressive memory optimisations that were preventing the terrain smooth brush being recorded and replayed correctly when a map was saved and reloaded. This does mean that saves made in previous alpha versions that included edits using the smooth brush may not look as intended when reloaded.

Version 1.0.0-alpha3

FEATURES
- Add Infrastructure: Added the Infrastructure tool to add and edit points of interest (icons) and routes (lines).
- Move Infrastructure: Points of Interest can be dragged to reposition them when edit mode is enabled. Route nodes can also be dragged. New nodes can be added by using SHIFT + left-click and removed by using CTRL (or CMD) + left-click.

IMPROVEMENTS
- Prevented vector features (like river sources or the new infrastructure items) being added outside the map boundary.

Version 1.0.0-alpha2

FEATURES
- Export to PNG: Maps can now be exported as a full resolution PNG from the main toolbar. This is a temporary feature until more extensive export features are added.

IMPROVEMENTS
- Entering 3D View now hides all tool sidebars.
- Changing tools while Edit mode is active will now disable the edit mode.

BUG FIXES
- Fixed an issue where performing a Quick Save would not visually update the map summary in the journal entry due to a missing embedded document ID. This did not affect the actual saved map data.

UNDER THE HOOD
- Added persistent sprite caching to the 2D canvas to stop memory spikes and frame drops when using the brush tools.
- Refactored the core procedural engine to utilise array buffer pooling. This prevents memory leaks and significantly reduces garbage collection stutters when rapidly painting complex terrain.

Version 1.0.0-alpha1

Initial Alpha Release A preview release to see the physical geography creation and editing tools.

Full screen preview