Hey everyone, Hexlands 1.4.0 is now available. The main addition in this update is roads.
You can now generate a region, open the Hexmap Editor, switch to the Roads tab, and draw connected roads directly onto the map. They work a lot like the river tool: click and drag across neighboring hexes, and the road tiles connect automatically as you draw.
What Is New In 1.4.0
Added a new Roads tab to the Hexmap Editor.
Roads are drawn directly on the canvas by clicking and dragging.
Roads auto-connect as you move between neighboring hexes.
Shift-click or Shift-drag removes roads and updates connected neighbors.
Roads render above terrain, coasts, and rivers.
Added compatibility work so Hexlands editor tools can draw through Augur: Nexus site markers without accidentally opening site previews.
In practical terms, you can now generate a map, drop a few important locations onto it, and draw the routes that explain how those places relate to each other.
Existing Hexlands Features
If you are new to Hexlands, this module already includes:
procedural hexmap generation directly inside Foundry VTT
multiple map archetypes, including islands, basins, mainland regions, mountain ranges, archipelagos, and crescent-style maps
multiple map shapes, including rectangular, square, circular, hexagonal, and icosahedral-style layouts
10 biome families
coast controls
procedural river generation
manual river editing
terrain painting
token vision and fog-of-war controls for hexcrawl play
lightweight Foundry Tile rendering
integration with Augur: Nexus scene toolingHow To Get It
If your Patreon account is linked to Foundry, you can install or update the module from Foundry by searching for Augur or Hexlands.
As always, thank you for supporting this work. Patreon support is what lets me keep building these tools, maintaining the existing modules, and making the Augur suite feel more connected over time.