Nimblehold v4.0 Mac – Windows – Linux (UPDATE)
Heya Folks!
The wall update for Nimblehold is here! For the past month, we’ve been working hard on all building-related tools, and the wall one is currently the only one I’m going to release for testing. The rest of them still need a bit of work. Don’t get me wrong, the wall tool is also far from being at full capacity, but it should give you a good idea of where we are going with it!
ASSETS
A large part of the work we are doing is converting the thousands of assets we’ve made so far. Especially with buildings coming soon, I want to have loads of assets to showcase building a house and moving it around. In this update, you get a glimpse of the prefab tool in action, which gives you a sense of how we can edit grouped objects on the fly and keep moving them as a single object at any time.
SETTING CHANGING
Changing settings in Nimblehold is also in its very early stage testing. So you can change all the terrain but not the objects just yet. When we move to the magic tool, we’ll add object-changing to the setting-change option as well. It’ll make more sense when you see the tool in action, but trust me, it’s important to keep that for when said tool is added.
PATCH NOTES
New Features
– Walls: A new Wall feature lets you draw stone walls, fences, and similar structures along splines. Choose freehand, line, rectangle, circle, or closed-loop drawing, with grid snapping, an abstract preview while drawing, and automatic simplification when you conclude a freehand stroke. Walls support a textured surface along the spline, point objects spawned at control points, crenellations spaced along the edge, configurable shadow bands, corner visuals, and an example wall set with three tiers ready to use. – Object Groups and Prefabs: Combine multiple objects into a single grouped entity, nest groups inside other groups, edit the contents of a group, and save groups as reusable prefabs. – Splines: Added a straight-line drawing mode, snap-to-grid for spline points, and the ability to move an entire spline as one object. Spline-drawing UI is now shared across spline-based tools for consistent behavior. – Season System: Basic asset-swap support for seasonal variants of assets. – Shadows: Configurable shadow color, higher maximum shadow height.
Improvements
– Water: Per-water-body ripple settings can be configured, and object-ripple controls are wired up correctly. – Terrain: Objects placed on terrain update when the terrain underneath is moved or erased. – UI: The grid is now drawn on top of all elements for better visibility while editing. The asset browser has a new sort mode. – Assets: Asset scale is now standardized across packs.
Bug Fixes
– Fixed objects being unplaceable when grid snapping was enabled. – Fixed bridge rails appearing overlit. – Fixed spline-texture direction on path start and end points, and triangulation of very short polygon outlines. – Fixed missing properties on the Windows executable. ### Content & Assets – New wall asset set.
Under the Hood
– Engine updated to Godot 4.6.
CONTACT
I plan on using the DISCORD CHANNEL for any questions, as usual, I am still having lots of issues with the Patreon chat or you can hit me up at crossheadstudios@gmail.com
UPDATED LINKS
You’ll find all the updated content on the WEBSITE
or you can find the backup logins here:
SPECTATOR LOGIN HERE
SOLO LOGIN HERE
COOP LOGIN HERE
PARTY LOGIN HERE
Kind Regards,
Bert – Crosshead

