Underdark
v2.21.1 · September 10, 2026
Underdark
- NewA new Solid Rock terrain for the underdark: impassable unworked stone that also blocks line of sight, so the party sees the rock face and nothing behind it. Cave generation places it too.
Detail scale levels
Working at a detail level now behaves the way the map above it does: fog, walls and your sense of place all carry over.
- NewA subtle outline shows which hex of the scale above you are currently inside, so you never lose your bearings at a detail level.
- FixDetail cells now follow their parent hex’s fog. Players could previously see clear patches inside a hidden area, and cells painted under a hidden region stayed dark forever.
- NewA new “Follow parent” option in the fog brush puts a detail cell back to tracking its parent hex.
- FixWalls are visible at detail levels again instead of thinning to a hairline the further you zoomed in.
- FixLine of sight at a detail scale level now follows your exact position on the detail grid, instead of lighting the same area anywhere within the larger hex you’re standing in.
- FixZooming into a detail level and back no longer permanently reveals hexes the party could not see from where it stands — what gets remembered is the same however far in you were looking.
- FixA prominent place within sight of the party is now lit in a shared view, with its own ring of light, the way it already was for the DM.
- FixShared views now draw the party’s line of sight at the detail level you are looking at, matching what the DM sees, instead of a coarser outline traced from the map above.
- FixExploring at a detail scale level marks the hex above as visited without revealing the detail you haven’t walked — and revealing that hex from the wider map then lights the rest of it, however many levels deep you are working.
- NewProminent places on a detail level are spotted from a distance the same way they are on the map above, at the matching real-world range.
- ImprovedFill map is unavailable on a detail level too large to hold the result, and says how many hexes it would have written.
- FixHiding the map for players while a detail level is open now hides the wider map, instead of darkening a scatter of unrelated detail cells.
- FixReveal by region works at a detail level again, and reveals the detail cells the region actually covers.
- FixPlaces on the wider map now appear on detail levels two or more steps below it.
- FixResizing a flat-top map no longer shifts detail-level content off the terrain it was painted on.
- ImprovedAdding or removing a scale level now warns you when it would move explored ground onto different hexes, and says how much.
- FixHexes along one edge of the map no longer lose a quarter of their detail cells, which could not be painted or fogged and were missing from exports.
- FixDetail levels no longer show a fringe of cells past the edge of the map that looked paintable but had no hex above them to take their terrain and fog from.
- FixDragging a token, the party marker or a label on a detail level now takes the same hand movement as it does on the wider map, instead of several times as much.
General
- FixClicking a token with a paint tool selected no longer leaves the brush painting every hex you move over after releasing the mouse.
- FixMenus and popovers opened near the edge of the window now stay fully visible instead of running off the screen.
- FixTapping a hex on a touch screen now reveals a place name hidden behind a larger one, including with the Pan tool active and in shared games.
Exports
- FixPNG and Foundry exports made with a detail scale level selected now include terrain and place icons.
- FixExports and map thumbnails no longer come out missing icons or tokens that had not been shown on screen yet.
Shared games
- FixMoving the party at the widest sight ranges now reveals fog for players, instead of silently revealing nothing.