Full release notes · 2026-10-30

CartoVox Delta V13

Region worlds: a county, a kingdom or a continent of your own, described in your own words, drawn or imported, then simulated and drawn at Standard, High or Ultra detail, up to a 16,384-pixel map, with its own towns, roads, baronies or shires, gazetteer, Travel and campaign table. Continent and region maps show all 94 World map views and export whole as large maps up to 16K. A new Satellite look shows the world from orbit, with clouds from the season's weather and a night side lit by its towns. Sculpt works on world, continent and region maps alike, Move island carries an island or a whole continent across the globe, and a Crater tool places calderas, impact craters and maars whose lakes come from the weather. Rivers meander as their slope and size allow, CartoVox opens on a title screen, and the new screens read in German, French, Spanish, Portuguese and Polish.

The application was called Atlas Studio until version 0.8.2. Builds are shared with invited testers on the Discord server; these notes are also readable offline inside the app.

Browse releases

Delta V13 is the thirteenth Delta release. Everything below is new or fixed since Delta V12, which was shared with invited testers on 24 October 2026. A world can now be one piece of land rather than a whole planet: a county, a kingdom or a continent, simulated and drawn at the detail you choose, up to a 16,384-pixel map. Every continent of a world can be generated in finer detail with all of the World map's map types, and sculpted both ways. The Satellite look shows the land as from orbit, with clouds, weather and a night side. Sculpt can move whole islands and cut craters and calderas whose lakes fill with rain. Rivers meander as their slope and size set, worlds build faster, and a title screen greets you. Everything is in five languages besides English.

Create

  • A new way to begin, "A region of my own": a world that is one piece of land rather than a whole planet. Choose its size (50 × 50, 100 × 100, 300 × 300 or 1,000 × 1,000 miles, a continent about 3,000 km across, or your own width and height in miles or km), its detail (Standard, High, or Ultra for a 16,384-pixel map), and a latitude band or let the description decide. Each detail level shows its cell size and how long it will take, how much disk and how much memory it needs on this computer, and a level the computer cannot hold is refused before anything starts.
  • Describe the region in your own words, such as "a cold coastal kingdom of fjords and pine forest", and Create says how it read them (cold, on a coast, mountains, dry and so on). CartoVox then builds a planet from the same description in the background and shows up to twelve places on it that fit, each with a small picture of the land round it, its latitude, temperature, rain and highest ground, and which of your wishes it meets. Pick one and it is built at the detail you chose, with its progress shown as it goes.
  • Building a region (Create › A region) and building a continent map no longer fail on some planets with "Annual rainfall is positive but seasonal samples supply no rainfall pattern"; deserts beside wet ground keep their seasons' rain.
  • Rivers in the far north and south no longer run along the map's rows in long straight lines; they bend down the slope as rivers elsewhere do.
  • Sketch worlds' rivers now wander across even ground like those of Quick and Full worlds, instead of running in straight lines.
  • The channel a drained lake leaves across its old floor, and the gorge it cuts through the rim, now bend and swing rather than running dead straight.
  • A lake's overflow that reaches the coast enters the sea there instead of running along the shore.
  • Where rivers meet, the drawn course passes smoothly through the junction, so Quick worlds' rivers lose the last of their cell-by-cell zigzag.
  • Rivers on the world map now wind the way real rivers do. Each river meanders as much as its slope and size allow: big rivers on near-level plains wind most, about one and a half to two times the length of their valley, while mountain streams barely bend. Across open plains a river's line also swings gently from side to side where the ground beside it allows, so the long straight runs along the map's rows and columns now read as rivers rather than ruled lines. A town on a river now stands on its bank, so the town's mark, its city plan and the map show the same river through it.
  • A region described with fjords looks for a mountainous coast, and the reading says "mountains", instead of offering lowland coasts.
  • Broad interior uplands now carry on across small, shallow inland seas and ponds instead of sinking to a coastal plain around each one; only the open ocean and deep, large seas edge a continent with coastal lowlands. A few metres of sea level no longer decide whether hundreds of metres of upland stand beside a shallow sea.
  • A region world that no realm of its planet reaches is now crowned: its peoples form one realm named in its own tongue, its largest or best-sited town becomes the capital with a capital's population, and its shires or baronies are that realm's divisions. If your description names a kingdom, duchy, county, principality, empire, republic, free cities or another kind of realm, the region becomes that kind. Before, "a cold coastal kingdom" could come out as fourteen earls' shires with no king and a largest town of 664 people.
  • The memory each detail level of a region needs is now worked out for that level, from the tiles it builds and how many it builds at once, so Standard, High and Ultra no longer all read 900 MB. The figure is the whole build's memory at its busiest moment.
  • Create › A region shows each place it offers as a sharp picture: the ground in and around the region is refined to the card's own size, with its relief, coast and rivers, where it was a blurred smear of the planet before.
  • The places offered for a region now say which of your asks each one meets ("Meets all you asked", "Meets 2 of 3") instead of a "100% match" every card shared.
  • The planet a region is searched on is now part of the region world: it no longer appears in the Library, its search, the storage panel or the title screen, no "world ready" message is shown for it, and a planet searched for an earlier description is cleared away. A region world's card and title-screen picture show only its region. "Show the planet" in the region's map bar shows the planet when you ask for it.
  • Create › A region offers two ways in: Describe it (your description, then places that fit) and Draw it, which opens the blank canvas already set to "A region at its true size" at the size and latitude you chose, with your description carried to its versions.
  • While Create › A region builds the planet your region is searched on, a Cancel button on the sheet stops it; the unfinished planet is deleted and you are back on Describe with your brief as you left it.
  • A region's planet that no region was chosen on, because its build was cancelled, the app was closed or it crashed mid-build, is deleted and never turns up in the Trash as a world of its own.
  • New world on the title screen always opens Generate on Describe, with the cursor already in the brief, whichever way in you used last time (Import, Draw or a region). Your purpose is kept, and an earlier search's candidates are still one click away on the step bar.

Imported and drawn worlds

  • An imported or drawn map can now be a region world at its true size. On the map's "On the planet" page, choose "A region at its true size", then how far it reaches (50, 100, 300 or 1,000 miles across, the other side following your map's shape, or your own width and height in miles or km) and a latitude band, or let the description decide.
  • For a region, the Candidates step builds a planet quietly from your description and offers 6 or 9 versions of your region on it: places whose latitude and surroundings fit, each with its own ground, rivers and climate, and every one keeping your coastline, drawn rivers and towns. Pick one and choose Standard, High or Ultra detail; the world opens on your region.
  • Your map is the region's own at every level of detail: its land and sea are kept to within a cell, your heights (a height guide or drawn grey heights) shape the ground, drawn rivers become its rivers, a biome or Köppen guide sets its biomes, and drawn towns become its major places with villages, hamlets and roads filled in round them.
  • Where a biome guide asks for something the place's climate would not grow (desert in heavy rain, ice in a warm climate), the version says so plainly and keeps your guide.

Editing a built world

  • A sculpt near a lake's outlet now stays an area rebuild. The lakes your edit reaches carve their outlets again, as a whole-world rebuild would, so the edit no longer falls back to rebuilding the whole world, and every other lake outlet stays exactly as it was.
  • A sculpt near a drowned river valley or a tidal estuary now stays an area rebuild. The valleys your edit reaches are drowned again by the sea, as a whole-world rebuild would drown them, so the edit no longer falls back to rebuilding the whole world, and every other drowned valley and estuary stays exactly as it was. Built barriers, lagoons and spits on finer maps still send a nearby edit to a whole-world rebuild.
  • Describe a region now understands built islands: say "a built island", "an artificial island", "reclaimed land", "a harbour platform", "a sea fort" and the like (with a height if you want one, such as "a built island 6 m"), and the shape you drew becomes a built island exactly as if you had drawn it with the Built island tool, named and listed in your edits where you can move, resize or remove it.
  • Describe a region also draws walls: "a great wall", "a sea wall", "a breakwater" or "earthwork ramparts" add a wall of that kind round the edge of the shape, or down the middle of a long thin one, just as the Wall tool would.
  • After you add or change nations and rebuild, the realm tints that colour every nation by how it stands toward a chosen one now follow the new borders and include the new nations straight away, without restarting the app.
  • A described region that says "a walled city", "a walled town" or "walled" is built ground with a city wall round its edge, added as a Wall edit you can move or remove.
  • Sculpting near a river delta no longer rebuilds the whole world: the deltas whose rivers run through the area you edited are built again for the new ground, and a river mouth there that now owes a delta gets one, while every other delta stays exactly as it was. Only raising the sea floor under a delta above the sea still rebuilds the whole world, because that moves the coast.
  • Every pending Sculpt edit is now easy to see at any zoom. Each stroke's path is drawn on the map, and a thin line goes round the ground the edits raise and another round the ground they lower. The lines stay the same width however far you zoom in.
  • Zoomed in, the ground your edits change is drawn again at your screen's sharpness, with a light hatch: stripes rising one way where the ground goes up and the other way where it goes down. Tick "Heat by metres" to colour it by how far it moved instead. It is redrawn only where you paint, so painting stays smooth, and it shows over whichever map view you are reading, including the Equal Earth and other world projections.
  • A bar on the map counts your pending edits. "Show on map" zooms to them, and "Before" shows the map without them. You can also hold B to look for a moment and let go to see the edits again.
  • When you apply your edits, the highlight fades away.
  • New Move island tool in the Sculptor. Click any island, or a whole continent, to pick it up with its outline highlighted, drag it anywhere on the globe and turn it with the round handle. It keeps its shape and its true size wherever it lands, near a pole or across the date line, and the live terrain shows it at the new place while you drag. The Sculptor tells you when it overlaps other land (the two merge), crosses the date line or covers a pole.
  • When you apply a move, its old place becomes sea at the depth of the floor around it, and the island's own ground is set down at the new place before the climate is worked out, so it gets the weather, rivers, plants and towns of its new latitude. Its towns keep their names on it, and story pins and built islands standing on it go with it.
  • Each move is one row in Edits with Adjust (drag it again or turn it) and remove, like any other edit, and Undo takes it back. A moved island always rebuilds the whole world, because it changes the planet's air and sea.
  • Known limit: a landmass that reaches all the way round the world cannot be moved as one piece. A moved island's rocks, mineral deposits and walls are those of its new place, and kept or protected areas drawn on it stay where they were drawn.
  • With the Sculptor open, its one-letter keys pick its own tools again: L cycles the live view and M, R, T, C, K and the other tool letters choose Ridge, Roughen, Terrace, Coast, Cliff and the rest, instead of opening the map's Measure, Regional lens, Tectonics audit or Explain climate. Keys the Sculptor does not use still work the map.
  • You can sculpt on a continent map. Sculpt in the continent bar opens a panel with Raise, Lower, Smooth, Flatten and Mountains, which paint on the continent's own finer ground. Each stroke is measured on that ground, and its average over each world cell becomes the world's edit. Apply rebuilds the world and then the parts of the continent the stroke reaches, so the world's ground rises or sinks by the stroke's average and the continent keeps the stroke's full, finer shape. While a stroke waits to be applied it is outlined on the continent at the continent's detail.
  • Ranges, islands, built islands, walls, rivers and story pins can be placed from a continent map too. They are drawn at the world's detail, and the continent follows the world.
  • The world and its continents share one list of edits. An edit appears once in the World map's Sculptor whichever map it was made on, and the rebuild review says where it was made and which maps it updates. Undo in the continent's Sculpt panel takes back the last edit made on that continent, and both maps come back as they were.
  • A continent map opened after the world was edited brings itself up to date first. Only the tiles the change reaches are built again, and strokes painted on the continent keep their shape through every rebuild.
  • You can sculpt on a region map, so a region world's home map can be shaped directly. Sculpt in the region's bar opens the same panel as on a continent: Raise, Lower, Smooth, Flatten and Mountains paint on the region's own ground, at the detail its climate and rivers are worked out at, or finer when the brush is small and you have zoomed in. Brushes go down to 100 m. Each stroke's average over each world cell becomes the world's edit; Apply rebuilds the world and then the region, which keeps the stroke's full shape at every level of detail. Ranges, islands, built islands, walls, rivers and story pins can be placed from a region map too.
  • A region edit is one edit in the world's list. The rebuild review says it was made on the region and which maps it updates, and Undo in the region's Sculpt panel takes back the last edit made there, bringing the world and the region back exactly as they were.
  • After an edit the region's towns, villages, castles and their names stay where they were unless the ground under them really changed; places are sited again only where it did.
  • A region world opened after its world was edited brings its region up to date first, and its Atlas plates follow once it is.
  • Move island now works on region maps too: in the region's Sculpt panel, click any island to pick it up, drag it and turn it by its round handle, and Apply. An island the world itself holds moves the whole landmass as on the World map; a small island only the region shows is lifted off its old site, which sinks to the sea floor round it, and set down with its own hills and coast at the new place, even out in open sea. The held island is drawn with the map's own detail while you move it, and the region's Undo takes the move back.
  • An edit next to a watershed no longer nudges the rivers in the valley beyond it: a local rebuild now also redoes the strip of ground just past the edited area whose slope the edit changed, and the streams that drain it, so everything farther away is exactly as you saved it.
  • An edit far from a region no longer builds the region again. A 50-mile region is brought up to date in about a second after an edit on the other side of the world, instead of about ten, and its ground, rivers and life stay exactly as they were. On a larger region, an edit builds again only the parts of it the edit and the rivers it moves reach.
  • Move island now works on continent maps too. Click an island to pick it up, drag it and turn it by its handle. A landmass the world holds moves as it would on the World map. A smaller island that only the continent shows moves on the continent's own ground. While you drag it, the island is drawn with the map's own pictures, so it looks as sharp as the map. Undo in the continent's Sculpt panel takes the move back.
  • Raise and Mountains strokes painted out at sea on a continent or region map now stand as new islets and shoals. Before, they were erased wherever the coarser map showed open sea.
  • After an edit far from a region, its towns, villages, castles, roads and divisions stay exactly as they were and are no longer settled again, so a 50-mile region world is up to date in about a second and a half instead of about four. An edit in or near the region still settles it again, keeping every place the edit did not reach where it was.
  • Lowering ground near a lake now rebuilds just the area around the edit and comes out the same as rebuilding the whole world. In Delta V12 a sculpted hollow could end up a couple of hundred metres off, because the lake beside it cut its outlet differently.
  • Raising or lowering ground that the last ice age's glaciers wore now rebuilds the whole world, and the rebuild says why. The glaciers' answer to the edit depends on the climate the edit changes, so a local rebuild could leave such ground tens of metres off.
  • Sculpting near barrier islands, lagoons, spits or reefs no longer rebuilds the whole world. The sea's sand is laid out again only along the coast your edit reaches, and every other barrier, spit and reef stays exactly as it was.
  • An edit whose rebuilt ground spills a cell or two past its own river basins now stays a quick local rebuild instead of falling back to rebuilding the whole world.
  • An edit that would lift the sea floor under a delta or a barrier above the sea still rebuilds the whole world, and the rebuild now tells you why in plain words: a new coast changes the ocean currents and the air.
  • The rebuild review says how Apply will carry your edit: from the names, from the peoples, as a rebuild of just the area it reaches, or as a whole- world rebuild. When the whole world is rebuilt it gives the plain reason, such as the edit reaching too much of the land, ground under ice or worn by the ice age, or a moved coast. A local rebuild says when it would still fall back to the whole world. The review no longer lists limits that stopped being true.
  • The review explains how to hold places through the rebuild: select a town, road, river or lake and choose Keep. It counts the places your edits already keep.
  • A raise, lower or other sculpt stroke on a region or continent map is a smooth hill, not a grid of square blocks, and a moved island no longer leaves a square shoal where it stood.
  • Sculpting says "1 world cell" and "Apply 1 region edit?" rather than "1 world cells" and "edit(s)", and a one-tile continent says "1 tile".
  • While a region map is built or brought up to date after an edit, the build dock says "Building the region map" rather than "Simulating the world".
  • A stroke you paint on a continent or region map now stays where you painted it. The world map takes the stroke's full share of height on that spot instead of wearing part of it away, and the region's ground away from the stroke is left exactly as it was. After a small raise in a 50-mile region, the finest detail is built again only near the stroke and along the rivers below it, about half of it instead of all.
  • The World overview of a region world now describes the region (its area, detail, settlements, realm, rivers and lakes, and climate). It no longer shows the planet's continents, the planet's realms and settlements row, the "You built a Sketch" note or the offer to rebuild the planet at full resolution.
  • A region map's fine detail is now built in evenly sized pieces that are worked on side by side, so a region builds and updates after an edit a little sooner: an 80 km region at Standard detail builds in about 6 seconds instead of 7, and a small raise painted near its edge updates in about 6 seconds instead of 8.
  • A new Crater tool in the Sculptor's Shape group places a caldera, an impact crater or a maar. Click the centre or drag out to the rim. A caldera moves onto the highest ground within its rim and sinks the summit into a steep-walled bowl whose depth you set as a share of the summit's height. An impact crater has a raised rim and, once it is large, a flat floor and a central peak; it can sit on land or drowned at sea. A maar is a small, shallow explosion crater with a low rim. Each crater is one edit in your list, undone like any other.
  • Crater lakes come from the weather, not from paint: the bowl is closed, so a crater in wet country fills with a lake on the rebuild and one in dry country stays a dry bowl or a salt pan. "Keep a lake" (on by default) holds the bowl and its rim as you placed them through the rebuild, the way a kept lake basin is held, so rivers and time do not cut it open.
  • The Crater tool works on continent and region maps too, laid on their own finer ground as their brushes are, so a crater a few kilometres across keeps its rim and central peak there while the world takes its average.
  • Describe a region understands craters: "a crater lake", "a caldera", "an impact crater" or "a maar" places one filling the shape you drew.
  • The Crater tool on continent and region maps now has the same Depth slider as on the World map: a caldera can sink anywhere from 5% to 90% of its summit's height instead of always 30%.
  • Impact craters now follow your planet's gravity: on a light world craters stay simple bowls to a larger size before they grow a flat floor and a central peak, and on a heavy world they turn complex sooner. The World map, continent maps and region maps all agree.

Maps and exports

  • Every download is saved with its file extension (.png, .zip, .pdf, .json and the rest), so it opens straight away. The save dialog now offers the file's own type, and a name you type without an extension still gets the right one.
  • On a Mac, choosing Replace in the save dialog replaces the old file; before, nothing was saved. Render Studio's Download .zip and a tester report's .zip now save the real archive instead of a short error page.
  • On Linux, downloads save again, under the name the app gives them. Before, the save dialog offered a long internal address and the file was never written.
  • The history maps (human migration, the Stone, Bronze and Iron Age maps, and spheres of influence) now list only the starting settlements and realms they can draw from. Places on tiny islands or thin strips of coast are left out, and the map's note says how many were left out and why, so choosing a start never ends in a "no passable nearby land" refusal.
  • At 2x to 4x map detail, coastlines follow the lie of the land instead of stepping along the edges of the simulation's cells, and the shallow-water glow along inner seas and straits follows them. Small islands and narrow straits stay on the map.
  • New Satellite map look (Appearance → Map look): the world as photographed from orbit, with dark forests, sand and ochre deserts, white ice and snow, deep blue ocean, turquoise warm shallows and softly lit relief. Coasts, lakes and rivers are drawn as water with no outlines, and the look stays sharp at every zoom of the deep-zoom map.
  • In the Satellite look a cloud layer can be turned on and off. Its clouds come from the chosen season's own rain, humidity and pressure, the weather year's storms appear as spiral swirls where they are on that date, and the clouds cast soft shadows. Clouds fade away as you zoom in, stay still unless you turn on Drift with the wind, and are included when you download the map while they are showing.
  • Place names on the map read as light lettering on a dark halo in the Satellite look.
  • Continent maps can now be seen. World › Tools › Continents lists every continent with its size, status and how long it takes to build; Generate builds one at several times the world's detail, and Open shows it in the World map with "World · <continent>" at the top. Zoom in for finer tiles, switch between relief, temperature and rainfall (for the year or a season), Köppen climates, bedrock, rock types and plates, and click anywhere for that spot's height, climate and rock beside the world cell it lies in. The world's places, borders and rivers are drawn on it. Views a continent cannot show yet are greyed out in the map layers. Esc takes you back to the world exactly where you left it. A continent's gazetteer entry opens its map too.
  • The World map can draw its terrain as map symbols: mountains and sharp peaks, hills and ridges, volcanoes, broadleaf, conifer, jungle and taiga forests, marsh and reeds, dunes, desert scrub, grass tufts, farmland, glaciers, cliffs and reefs, each standing where the world's own height, slope, forest cover and climate put it. Turn them on or off with Map symbols in Map appearance; they are on by default in the Illustrated look.
  • Map symbols stay sharp at every zoom, because each one is redrawn from its drawing rather than enlarged from a picture. Zooming in keeps every symbol where it was and adds smaller ones between them, and no symbol is ever drawn on water or across a coast.
  • Zooming into the World map stays crisp: coasts, lakes and the shapes you drew (ring islands, built islands, filled land and sea) keep sharp edges at every zoom, drawn along the lines you drew rather than the grid's staircase, with no pale glow round islands and no faint grid of seams across the map.
  • The World map's relief and biome views are drawn for your screen's own pixels at every zoom, down to street scale, instead of being magnified past 16x, and every world now zooms in to street scale, towns or none.
  • Real detail (the HD region) is drawn at your screen's resolution: its rivers are smooth lines that widen with their flow instead of stair-steps of pixels, its coast is a sharp line, and zooming further in redraws it sharper.
  • Choosing 8x on a wide view now refines the middle of it at 8x and says so, instead of quietly redrawing the same coarser picture.
  • Zoomed in past the world's own detail, the map now refines what is on screen by itself once you stop moving: a quick 2x first, then 4x and 8x as they arrive, the previous picture staying sharp until the next replaces it. Untick Automatically on the Real detail card to turn it off.
  • Settlement Studio has a Castle planner. Choose a motte and bailey, a stone keep castle, a concentric castle or a hill or spur castle, with no moat, a dry ditch or a wet moat, standing alone or above a village or town that is joined to its gate by a road. Each castle has its keep, curtain walls with towers, a gatehouse (with a drawbridge where there is a moat), and baileys holding a great hall, chapel, kitchens, stables, barracks, smithy, well, granary and gardens, all drawn at true size.
  • Any village, town or city can have a Lord's castle, under Landmarks and defences. The castle is sized to the place: a motte for a hamlet, a stone keep for a town, a concentric castle for a city. It takes the most defensible ground the streets leave clear, such as high ground, a river bend or the shore, and the houses on that ground give way to it.
  • Castle buildings carry names and measurements like every other building. You can place, select and edit them in the map editor, and they are drawn in the default medieval artwork and as schematic symbols.
  • When you build from a place in one of your worlds, its held passes and any imported forts, castles or keeps are listed as "Fort or castle", and they open in the Castle planner.
  • Castles export to the tabletop formats like the rest of a settlement: the keep, the castle buildings and the curtain walls become walls, and the gate passages become doors.
  • A continent map names everything its finer ground shows: natural regions and their parts, ranges, peaks, passes, valleys, plateaus, forests, deserts, moors, marshes, bays, coves, straits, capes and islands. Each name is in the tongue of the realm it lies in. The world's own towns, forts, ruins and landmarks stand on the continent as marked, labelled places, sized by their importance. Names along rivers and ranges follow their curve, regions are lettered in spaced capitals and water names sit on the water; in the Satellite look they are light on dark. Names gather as you zoom in without moving or overlapping, and a Labels switch in the continent bar hides them.
  • Click a name on a continent map for its card: its height, length, area, flow, climate, life, realm, the meaning of its name, the nearest towns and what it holds. A town's card offers Plan this settlement and Write a scene here.
  • Find, in the continent bar, searches every name on the continent and flies to the one you choose.
  • Focus on a region's, range's or valley's card frames it, dims the rest of the continent and opens a summary beside it: its climate, water, ground, life, peoples and places, each with buttons for the maps that answer it. Esc leaves the focus.
  • The Satellite look has a Night side switch: the half of the world turned away from its sun darkens through a soft twilight band for the chosen season's date, towns glow by their size with roads as faint threads, and a Time of day slider moves the night only when you move it. Downloads taken while it shows carry it.
  • In the Satellite look the world's edge now has a faint blue atmosphere on the curved projections such as Equal Earth, and a soft vignette on the rectangular ones.
  • Satellite clouds draw with far less memory: a cloud picture now peaks under 100 MB instead of about 400 MB, and the storms are read from the weather year once per world rather than for every picture.
  • A region world opens on its region, not on the planet: from the Library, from Continue and when the app starts. The region map has relief, temperature and rainfall for the year or a season, Köppen climates, bedrock, rock types and plates, zooms down to its finest cells, draws its coast as lines, and a click reads the ground there, including whether that detail was simulated or drawn to match the climate above it. "Planet" in the map's bar shows the planet it lies on, and a button on the planet's map goes back to the region. The world's own places, borders and rivers are shown on the region until regions grow their own.
  • The Library card of a region world shows the region's own picture and says "Region · 100 × 100 mi".
  • Any world can have region maps of its own: in World › Tools › Continents & regions, drag a rectangle on the map or press "Region map here" for a 50, 100 or 300-mile square round the middle of the view. Each is built at Standard, High or Ultra detail, which is 2,000, 4,000 or 16,000 cells across its longer side: a 50-mile region comes out at 40 m, 20 m or 5 m, and Ultra makes a 16,384-pixel map. Climate is worked out down to about 1 km; the finer relief, valleys and coasts are drawn from it. On the reference Mac a 50-mile region takes about 20 seconds at High and under 3 minutes at Ultra. Before a build starts the app says how long it will take and how much disk and memory it needs, and it refuses a level the computer cannot hold. Built regions open in the same map view as continents.
  • Continent maps now grow their own forests, grasslands, deserts, bogs, marshes and swamps from the continent's finer climate, rivers and lakes, and work out soils, farmland, wild-life realms, resources, dune seas and ice-age traces on the same finer ground. The continent viewer gains Natural colour, Biomes, Vegetation types, Soils, Soil fertility, Aridity, Glacial legacy, Resources, Karst & caves, Volcanic ground, Farming, Seismic hazard and Tsunami exposure, and the Satellite look now works on continents. Clicking a place reads its biome, soil and farming there, and a feature's card gives the continent's own biome mix.
  • A continent map can now be exported whole as a very large map: Export › Large map… in the continent viewer makes a 4K, 8K or 16K picture, or any size up to 16,384 pixels on its long side, in any view the continent can draw. It comes as a PNG, or as a PDF or SVG whose coasts, rivers, borders, names and map symbols stay sharp vectors over the picture.
  • Before a large map starts, the panel shows its size in pixels and how long it will take and how much disk it needs; a map that will not fit in this computer's disk space or memory is refused before it begins. It runs in the build dock with progress and Stop, and the finished file downloads with the right extension.
  • Large maps are lettered for their size: names are placed so they never overlap at the final size, the map symbols are chosen for that size, and you can make the lettering 1.5, 2 or 3 times its on-screen size for print. Each map carries a title cartouche with scale bars in kilometres and miles and a north arrow. A latitude and longitude grid is optional.
  • A 16K large map of a Standard continent takes about a minute and a half on a recent Mac, drawn a strip at a time so memory stays low.
  • Region maps now have their ground and life: natural colour, biomes, vegetation, soils and fertility, aridity, glacial legacy, resources, karst, volcanic ground, farming potential and the earthquake and tsunami hazards all draw on a region, as they do on a continent, and the Satellite look works on its relief. At the finest detail, forests give way to bare alpine ground and ice on each peak's own height, marshes keep to the low ground beside the water, and lakes follow their own shores. Clicking a cell on a region or continent map now names its biome and soil, and a region world's Library card shows the region in natural colour. Region maps built before this update read as out of date; Generate them again to add the surface (the ground and rivers already built are kept).
  • Low coasts, shallow seas and fjord shores on a region map are drawn with the gentle relief and smooth sea floor they should have, instead of flat squares, stray lines of land in the sea and deep trough lines; a region's fjords are drawn once, at the detail fine enough to show them, and refined from there.
  • A region map's rivers keep their whole catchment at every level of detail, and no river stops short on dry land where two parts of the map were built separately.
  • Continent maps share the new shore: no flat low plains or flat shallow seas along their coasts, and no dry land held at sea depths beside them.
  • A region map exports whole from its own viewer: Export › Large map… makes a PNG, PDF or SVG up to 16,384 pixels with the region's own town, village and division names, its roads and tracks, its baronies' (or shires' or provinces') borders and its map symbols, under a title cartouche with scale bars. An 8K picture of a 50-mile region takes about half a minute.
  • A region world's Atlas opens on plates of its own region: the whole region, each of its baronies, shires or provinces outlined in red, and the surroundings of each of its towns, each drawn with the region's names, roads, symbols, scale bars and cartouche.
  • Focus works on a region map's baronies, shires and provinces: their climate, water, ground, life, people, seat, lord and places in one panel, framed on the map, as it already did for a continent's regions.
  • World maps now choose rivers the way printed atlases do: the whole-world view shows the dozen or so great rivers, each drawn from far up its course, without the crowd of short coastal rivers, and more rivers appear as you zoom in. The world map's rivers follow the scale you see on screen, so a whole-world view is no longer as busy as a map zoomed in twice. Sheets, exports, vector maps and atlas plates follow the same rule. On a Quick world's small whole-world picture only the very largest river may be drawn.
  • On a fjord coast, a region map's big rivers now run all the way to the sea: a fjord reaches only a short way in from the coast, and never cuts away a river's lower valley so that the river enters the map in a fjord.
  • The distance scale on a continent or region map now measures that map, so a 50-mile region reads a few miles or kilometres rather than the planet's thousands, and it follows the view as you zoom.
  • With imperial units chosen, the distance scale on every map reads in miles, or in feet once a mile no longer fits.
  • Large continent and region exports and the continent and region viewers now choose the world's rivers by the same scale rule as the world map: the great rivers from far upstream, with fewer short coastal rivers on a wide view and every channel close in. Even the smallest whole-world picture, such as a Quick world's map, shows at least the six largest rivers.
  • On continent and region maps, every place's rain is exactly what runs off and what evaporates together: no ground runs off more water than falls on it. A division's summary on a region map gives its runoff beside its rain, measured over the division's own ground.
  • Building a continent or region map checks its water, climate, soils and settlements when it finishes, and lists anything that looks out of place in the build's log.
  • On continent and region maps, rivers now run in valleys cut into the ground, and every reach flows downhill. Before, about a quarter of a continent's river cells and nearly half of a region's climbed the drawn ground, by up to 200 m. The relief, Satellite view, cell inspector and large maps all show the new valleys. Each part of the map keeps the world's average height: the earth taken out of a river's valley goes onto the ground beside it.
  • A lake on a continent or region map now fills all the low ground beside it up to its surface, so no dry shore sits below the water. Low ground that the lake doesn't reach stays dry, as does the valley below its outlet. Each lake sits behind a natural sill at its water level, and its river spills over the sill and runs downhill from there.
  • Child maps no longer run off more water than falls on them. Before, some wet coastal ground carried up to twice its rainfall.
  • Continent and region maps built with Delta V12 show as out of date. Child maps need refining again.
  • A continent map draws its own realm, state and county borders. They follow the continent's finer ridges and rivers instead of the world map's square cells. Each realm keeps its size to within 2%, counties stay inside their state and states inside their realm. Realm names and the realm shown on each place's card follow the same borders.
  • A continent map lays the world's roads and sea lanes again over its finer ground. They run between the same towns, keep to valleys and passes, and stay on open water around the finer coast. Zoom in to see where a road bridges, fords or takes a ferry over a river. Railways keep the line their author drew.
  • The continent bar has a new Roads switch beside Borders, and each switch hides its own lines. The large-map export of a continent draws the same borders, with counties and states finer than realms, and the same roads, railways and sea lanes.
  • A region world's atlas plates now follow the language chosen in Settings. In German, French, Spanish, Portuguese or Polish each plate's caption ("The whole region", "A barony of …, held from …", "The town and its surroundings"), its projection note and its scale bars are lettered in that language, and the plate list says them too. Your own names stay as you wrote them, and switching back to English shows the English plates.
  • Small lettering on large maps and region plates no longer loses narrow letters: names such as "Oldbridge" and the projection line under the title keep every i, l, I, E, T and hyphen at any size.
  • Continent and region maps now show every World map view (all 94 map types, from soils and watersheds to languages, storms and migrations) and all eight map styles, drawn in each view's own colours and keys. Views the continent can draw from its own finer ground are drawn at that detail; the few that only the whole planet can answer, such as ocean currents, winds and sea ice, are drawn at world detail and the map bar says so, with the continent's own coast, rivers and names on top.
  • The View list on a continent or region map is grouped as on the World map, and every map in the layer browser opens on it; Four globe views shows a globe centred on the continent, and the vector sheet opens the large-map export.
  • A new Projection list on continent and region maps shows any view in the map's own equal-area projection, Albers conic, equirectangular, or on a globe centred on it.
  • Export › Large map now saves any of these views as PNG at the size you choose, or as an SVG or PDF sheet.
  • Water security, floodplain exposure, biodiversity, species ranges, UV exposure, drylands and settlement distribution are now drawn at the continent's or region's own detail, following its coasts, rivers and terrain, instead of being stretched from the world map. Water security counts the map's smaller rivers too, so it reads somewhat wetter than on the world map.
  • On continent and region maps, the map key works as it does on the World map: turn classes on and off, pick a property or palette, and switch context layers such as ice cover or hidden deposits. Your choices are shared with the World map, carry into projected sheets, and go into a large map export of the same view.
  • Continent and region maps have Export › Atlas plates: a plate of the whole continent, then one for each realm, framed so the whole realm shows and outlined in red. A region map lists its own region atlas.
  • A large map export of a view drawn at world detail now says so in its title block.
  • The Albers, equirectangular and globe sheets of a continent or region now show its names and a caption naming the projection, and clicking a sheet gives the reading for that spot.
  • In an HD region, rivers crossing low, lake-filled flats now wander and gather into one another along the lowest ground, instead of running in straight parallel diagonals from lake to lake. Rivers on slopes, and where every river leaves a flat, are unchanged.
  • On a continent map, the Planet card no longer covers the right end of the continent's bar: the bar stops short of the card and wraps onto more rows, so Places, Borders, Roads, Rivers and Export stay in reach on any window size.
  • A region map draws its own rivers, traced on its fine ground, instead of the planet's far coarser ones, which a county-sized region often had none of.
  • A region seen whole is named: its largest towns are labelled from the first zoom, and a region no realm rules carries its own name across it.
  • On a region or continent map, the bar's Roads, Rivers and Export stay clear of the Planet panel, and the World map's key hides while the map shows a different view, so it never describes the wrong colours.
  • A settlement planned in Settlement Studio from a world's town is saved under that town's name rather than "My settlement".
  • Exporting a large map now tells you when the size you picked is bigger than the map's real detail. For example, 16K of a Standard region says which cell size it is drawn from and the size above which the picture is only enlarged, and it names the region detail level that would fill it.
  • Every view on a continent or region map now has a key: temperature, rainfall, aridity, natural colour, the map styles and the rest say what their colours mean, with the range they are drawn over.
  • Temperature on a continent or region map stretches its colours over that map's own range, so a region a few degrees across no longer comes out one flat colour.
  • A region map's Settlement distribution shows the region's own towns and villages instead of dark land with a square or two.
  • Biomes and soils on a region map follow the lie of its own land, flats and rises, instead of long smooth arcs drawn between the world's cells.
  • The sea floor on continent and region maps no longer shows sharp steps at the edge of every world cell along the shelves.
  • The Watersheds view on a continent or region map now colours the map's own drainage basins, each in its own colour with the divides between them, where it often drew plain relief before. The key names each basin after its largest river, or by its size when the river has no name. Basins the World map also lists keep their colour there, and the classes you turn off on the World map stay off.
  • On continent and region maps, Endorheic drainage basins now shows a closed hollow the finer ground fills as draining inland, where it was marked unclassified.
  • The deep sea floor on continent and region maps shows far less of the world map's square cells in Physical relief: out in the open ocean, away from coasts and shelves, the bright blocks and stepped edges soften into the floor around them, which moves no more than 150 m from the world map's own depths. Coasts, shelves, islands and land are exactly as before, and the world map itself is unchanged.
  • On a phone, the continent and region map bar fades out at its bottom edge while more of it is below, so its overlays and Export no longer look missing.

Writing, lore and history

  • A region world's towns, villages, hamlets, castles and baronies (or shires or provinces) are in the Compendium's gazetteer, searchable by name, each with its people, height, climate, what it lives by, its lord, its story, its roads and its neighbours. Show on map opens the region with the place's card.
  • The Manuscript's World panel and [[links]] find a region world's places and divisions, and "Write a scene here" works on a region's towns and villages, from their card on the region map or their gazetteer entry.
  • The history maps (migration, the Stone, Bronze and Iron Age maps and spheres of influence) now say beside their start picker which settlements or realms they left out and why: each lies on an island or a strip of coast too small to trace a journey across. A long list names the first five and counts the rest, and the note follows your interface language.
  • A scene linked to a Codex article keeps that article when it is reconnected to a rebuilt copy of its world. If the rebuilt copy no longer has the article, the review says so, instead of the link quietly dropping it.
  • In a region world, Find places lists the region's own towns and shires first, largest first, with their height, climate and people read on the region's ground; Show on map opens the region with the town's card.
  • Typing [[ in a chapter of a region world offers the region's own towns, villages and shires, towns first, before the host planet's places.
  • Settlement Studio now uses a region town's own biome from the region map, so a frozen fjord town opens with a cold landscape instead of "temperate". Any town whose average year is below freezing opens as tundra, whatever the biome is called.

Campaigns and the tabletop

  • On a region world, Travel plans journeys between the region's own towns, villages, hamlets and castles: on foot, on horseback, by cart, by river boat or by ship along the coast. It follows the region's roads and tracks, crosses rivers by their bridges, fords and ferries, and slows on slopes, in forest, on wet ground, in snow and in seasonal mud. Times are given in hours and in travelling days.
  • A region journey is drawn as a line on the region's own map, and its weather reads the region's own ground: a valley is warmer than the fell above it. Ship journeys walk to the nearest harbour and from the last one. The planet's Travel is still there under "Planet".
  • A campaign on a region world can lay the region out as its table. You choose the map (natural colour, relief, biomes or vegetation), a hex or square grid of 1, 3, 6 or 12 miles, and whether to measure in miles or kilometres. The tabletop opens with the region's roads, places and divisions, its fog and its ruler, at the region's true scale.
  • Regiments, fleets and the party can be stationed at any of the region's places (fleets only at harbours). They stand there on the region's table.
  • On a region world the Campaign's overview map is the region itself, no longer the planet: the region's map with its roads, towns and villages, in natural colour, relief, biomes or vegetation. Journeys saved from Travel, tokens you place or drag, their trails, operation arrows, borders and the fog of war all sit on the region, and a regiment, fleet or the party stationed at a town or village appears right on it. Fog reveals a few kilometres round a token there, not hundreds.
  • On a region's tabletop, a token you move on the table now stays where you put it when you open the table from the campaign again (or stays off if you took it off). It moves only when the campaign moves it, for example when you station it somewhere else or it travels. As on the planet, nothing done on the table changes the campaign.
  • Travel on a region offers all four route options: Fastest (riders press on at a trot and canter, and everyone keeps to the roads), Safer (keeps off wild ground and steep slopes, to the main roads and through the towns) and Trade road (keeps to the main roads and calls at the market towns), as well as Balanced. Times are always the hours the way really takes.
  • "Write a scene at the destination" now works for a region journey: the scene is placed at the region's town or village, the journey is remembered from the place it left, the Manuscript's journey checks time it on the region's own roads, and its "Show the route" opens Travel on the region.
  • A region journey's weather now says that its temperatures are read on the region's own ground, while its seasons and storms are the planet's.
  • A journey with one river crossing says "1 bridge" or "1 ford", and a region town's endpoint no longer reads "Town · town".
  • A region's campaign table no longer has a tan strip of blank paper past the map's east edge. The grid cells are sized as close to the miles you chose as whole cells allow, so the region fills the sheet exactly, and the scale shows each cell's true size (for example 2.94 miles for "3 miles" on a 50-mile region).
  • The weather for a journey on a region world now uses the region's own coastline to tell land from sea. A road along the coast no longer ends its last day "at sea · sea ice".

The living world

  • Rivers on plains and even slopes no longer run dead straight, side by side, along the lines of the map's grid. Where no valley holds them they now swing across their plain and join one another as lowland rivers do, while the big rivers still rise and reach the sea where they did. A lake's overflow wanders the same way, and the gorge a drained lake cut through its rim follows the low ground instead of running straight down the slope. Rebuild a world to see it.
  • A river that reaches the shore now flows straight into the sea, instead of running along the coast for a few cells first.
  • Rivers end at the coastline and meet it square on. They no longer run past the shore onto the sea, or along the beach.
  • A map now draws as many rivers as its scale can hold. A whole-world map shows the great rivers and their main branches; zoom in and smaller rivers appear, each starting where it has gathered enough water to show. This applies to the World map at every zoom, sheets at every map detail, vector exports by paper size, and atlas plates. Every river is still in the world.
  • Rivers bend smoothly through diagonal steps instead of being drawn as straight segments joined at sharp corners.
  • Real detail: rivers no longer run in long straight parallel lines down even slopes and across flat ground; they wander as they do on the world map. The detail view draws the main rivers first and the small streams as you zoom further in, and every river meets the coast at its mouth.
  • A river no longer seems to stop in the middle of open ground. Where it runs through a small lake the map does not paint, its line now carries on across the lake to the river that leaves it, and a lake that is the end of a river (one with no way out, gathering the water of a sizeable basin) is now painted, however small, so the river visibly ends in it. This holds on the relief and biome sheets, the World map at every zoom and the illustrated atlas plates.
  • Rivers on Quick worlds no longer zigzag. A river heading between two compass directions used to be drawn as a sawtooth, one kink for every cell of the map; it is now drawn as the smooth line it follows, still through every place it flows, and its bends are gentler and come in more gradually, most noticeably on short stretches between tributaries.
  • Rivers cut through low rims and filled hollows, where the world opens a way out for trapped water, now wander like other rivers instead of running ruled straight for hundreds of kilometres.
  • Real-detail regions now show the world's lakes, each with a shoreline that follows the finer ground, and their rivers stop at the lake shore. Before, a lake vanished in real detail and rivers ran in straight lines across its dry bed.
  • Rivers on gentle slopes and plains wander more and run straight less often. The valleys a world's rivers wear into its ground are now cut along the winding courses the rivers take, not straight down the slope, and a river turns further from the slope and bends over shorter distances, so long ruled stretches across open country are rarer, most of all on Quick worlds. Basins, mouths and the water rivers carry are as before; mountains look the same.
  • Region maps are settled. A region world's map, and any region map you open, now has its own towns, villages, hamlets and castles. They are placed on the region's fine ground where the land is good to live on: water, gentle slopes, good soil, harbours, river crossings and hilltops. The world's own towns inside the region keep their places as its major settlements.
  • Region maps have roads and tracks between their places, drawn on the map: main roads between towns, roads to the villages and tracks to the rest. Each one bridges or fords the rivers it crosses, or takes a ferry over a broad one. Coastal towns with a sheltered shore are harbours.
  • A region is divided to suit its size: baronies in a county, shires in a kingdom, provinces beyond that. Their borders follow ridges and rivers, and each one has a lord. Where the region lies in one of the world's realms, that realm rules it.
  • Every region place has a name in its realm's own tongue. Its card gives its people, what it lives by, its lord and what it is known for. Find places searches the region's places and divisions.
  • Plan this settlement on a region town opens Settlement Studio on the region's own ground. The town is planned at its true size, with the rivers and roads round it.
  • Continent maps and region maps play the weather year: with the Weather panel open, its rain, temperature, wind and other layers play over the map you are looking at, the world's weather laid smoothly across your map's own coast and rivers, with the year's storms drawn where they travel. The panel's slider and Play drive it just as they drive the World map, and each frame stays on screen until the next arrives.
  • In the Satellite look, continent and region maps now show the season's clouds (drifting with the wind if you ask) and the night side. On a region map the night is set by the region's own local time, and its own towns, villages and roads light up.
  • On a region world, clicking the ground or opening a place's card now shows the weather on the weather year's current day there: the date, the season as the people there call it (so southern regions get their own seasons), the temperature on that ground, rain, wind and any storm nearby.
  • Journey weather on a region world now reads the region's own coastline, so a walk along a coastal region is no longer treated as a sea voyage when the planet's coarse map puts that spot at sea, and each day is labelled with the season as it falls at the region's latitude.
  • Switching map look while a continent or region map is open now redraws its ground in the new look straight away.
  • On a region world, Travel's travelling day follows the world's own axial tilt and day length. It used to assume Earth's 23.4° tilt and 24-hour day, so winter days on a steeply tilted world ran too long.

Speed and memory

  • New worlds take about as long to build as in Delta V12, even with the wandering rivers and the valleys cut along them: a Full build spends about 2 seconds less shaping its rivers than the first Delta V13 builds did, and its water stage is back to its Delta V12 time.
  • The Library starts with about 240 KB less code to read: the tools for bringing in an existing map now load when you open Create, not when the app starts.
  • The Satellite map takes less memory to draw, with exactly the same picture: a world's first clouds need well under half what they did, and the map itself is lighter, most at the higher detail settings.
  • The first time CartoVox runs on a computer, it now gets its map drawing ready while the title screen and Library are showing. The first world you open or import no longer sits for several seconds, or longer on a busy machine, before its map and edits appear.
  • A world built again from a new seed now reports the memory it is expected to need, as a new world does.
  • Exporting a continent's large map no longer draws the app to many gigabytes and keeps them: an 8K map of a Quick world's largest continent peaks near 2.3 GB instead of 9 GB, and is ready in about 40 seconds instead of a minute.
  • Quick and Full worlds build about an eighth faster again, and the world that comes out is the same to the last byte: on a test world a Full build took about 40 seconds less and a Quick build about 10 seconds less. The ground, the city plans and the saving at the end now share the work across the machine's cores, and the rivers are drawn once instead of twice.
  • Create's memory figure for a region is now what the build really uses at its busiest moment, measured on real builds: an 80 km region on a 12-core Mac with plenty of memory reads about 5.3 GB at Standard, 5.9 GB at High and 6.2 GB at Ultra, down from 7.8, 7.9 and 8.6 GB.
  • Region and continent builds now fit themselves to the machine's memory as well as its cores: an 8 GB laptop builds a few pieces at a time instead of swapping, and Create shows the memory and time for that machine, saying when memory makes the build slower and by how much.
  • Relief maps in every look (Natural, Illustrated, Satellite and the rest) are drawn in much less memory, and look exactly as they did in Delta V12: on a Standard world the map at its own size peaks at about 450 MB instead of 740 MB, and the map at twice the detail at about 1.2 GB instead of 2.3 GB, which matters most on a machine with 8 GB of memory.
  • Create quotes build times measured on Delta V13: on an M5 Pro Mac a Sketch world takes about 20 seconds, Quick about 50 seconds and Full about 3 minutes (Delta V12 still quoted 35 seconds, 55 seconds and 3 minutes). Without the compiled climate kernel, Quick is quoted at about 65 seconds.

Saving, updating and the Library

  • The Library's "Continue your world" band no longer prints the world's whole design brief, so it stays short however long the brief is. Instead the world's land, continents and highest peak sit as figures under its name, above Resume, with seed, folder, builds and dates beside them. The full brief is still in the world's overview, and Library search still finds a world by its brief.
  • A region world's project backup carries its region's outline and settings rather than its tiles, so it stays small. A copy imported from it builds its region again as it opens, to the same ground, and then opens on it. A backup that includes the display cache brings the tiles along and opens straight away.
  • Update to this version keeps a region world a region world: its region is built again on the updated world in the same run, and the previous version kept in the Library still opens on its own region.
  • When the display cache limit or a storage cleanup removes some of a region's or a continent's tiles, the map says it is partly generated and builds only the missing tiles again. A region world in that state says "Region rebuild needed" on its Library card and builds its region when you open it, instead of opening on missing tiles.
  • Restoring an earlier revision, or any rebuild that changes the world's ground, marks its region and continent maps out of date, and a region world rebuilds its region the next time it opens.
  • Library cards show how much disk a world's region and continent maps take, with the world's total size, those maps included, beside them.
  • A region world's Library card and the Library's Continue panel now describe the region itself: its area, detail level and cell size, its towns, villages and castles, its realm and shires or baronies, its rivers and lakes, and its climate. They no longer show the hidden planet's continents, land area and settlement count.
  • A region world brought in from a project backup, or one whose map is waiting to be built again, keeps its region's own picture on its Library card instead of showing the planet it was cut from.
  • A region world's Library picture is now drawn smoothly from the region's finest detail at the size the card shows it, sharp on high-resolution screens, instead of looking blocky.

Settings and the app

  • CartoVox now opens on a title screen: your last world turns as a planet beside the CartoVox name, its map drifting behind a short menu: Continue (with the world's name and when it was last saved), New world, Library, Write, Make, Settings, Help & guides, and Discord to report a bug; the desktop app adds Quit, which asks about a running build just as closing the window does. Use it with the mouse, the arrow keys and Enter, or a game controller; any key or click skips the opening animation, Esc goes straight to the Library, and a line at the foot shows tips and what is new in this release. With no worlds yet it shows the example world, and the first-run welcome opens on top of it.
  • A new setting, Start with the title screen (on unless you turn it off, in Workspace & layout or on the title screen itself), lets you open straight on your startup destination instead. The title screen shows once each time CartoVox opens, never again after a reload, and Reduced motion (yours or your system's) shows it as a still picture.
  • Title screen sounds, off unless you turn them on in Workspace & layout, give the menu a soft tick as you move and a chime when you choose.
  • In the light theme, "Add terrain detail" in the View menu is now readable against the dark map dock.
  • The five-minute manual (Help & guides) has a new section on continent and region maps, region worlds, the Satellite look on them and Move island. The reference pages gain a guide to continent maps and region worlds (what is simulated and what is drawn, Travel and Campaign on a region, backups and "Region rebuild needed", the Satellite look and Move island), and the manual now explains local rebuilds and Keep in the rebuild review's own words, and the title screen.
  • The new region and continent screens now read fully in German, French, Spanish, Portuguese and Polish. This covers region Travel and its journey weather, the Weather panel, the map list's names, categories and descriptions, the map looks, the map toolbar buttons, the World panel's figures, the Campaign map choices and the background-build bar. A region journey's dates, seasons, notes and verdicts are said in your language too.
  • On a phone, the continent and region map bar now runs across the map under the floating buttons. Each field gets its own row, so long view and projection names show whole, and the Export menu opens above the map's scale line instead of under it.
  • Create › A region scrolls on smaller windows, so its places and the Build step are no longer cut off below the window.
  • The Export menu on continent and region maps says "Large map" and "Atlas plates" without a trailing "…".
  • Longer words in other languages no longer run past their buttons. This covers "Bibliothèque" and "Rechercher" in the side rail, the Library's actions on a phone, the Weather panel's Pin, the map categories, the View menu's choices, and long names in Settlement Studio and the projection list.
  • Small controls on the continent and region maps are now easier to hit: the overlay checkboxes, the Export menu items, the Large map layer choices, the Sculpt strength slider and the close buttons.
  • Screen readers now hear the World map's Maps list as a toolbar of maps. The map on show is announced as pressed, and the Key and lettering buttons beside each map are no longer mixed into a list of tabs. The arrow keys still move between maps and show each one, Up and Down now work too in the library's column, Home and End jump to the first and last map, and Enter or Space shows the map you're on.
  • A planet journey's Travel result is now in your interface language throughout: the line under its title, travel time, distances, road and river figures, hazards, provisioning, ports and sea room, currents and winds, the dry-leg warning, tolls and the notes. The day-by-day travel journal is still in English.
  • The HD region card and the map grid card are now in your interface language: their titles, buttons, menus, prompts, figures and messages, and the real-detail offer beside them.
  • Library dates are written the way your interface language writes them, for example "30 oct. 2026" in French or "30.10.2026" in German, even when the computer itself is set to English.
  • The Travel journal now reads in your interface language: every day's entry (the ground underfoot, climbs and descents, rivers to ford, roads and railways, scarce water, borders crossed, settlements passed and journey's end), its day headings and the note on how the route was solved. Exported journeys stay in English as before.
  • The map's own controls are named in your language from the start: the map view group, the toolbar switch, the map toolbar and its move handle, the View and Tools menus, and the open map's name, description and picture, which also follow you when you change language with a world open.
  • The Map gallery speaks your language: the "Drawn" date beside each sheet, the kinds and lettering, the sheet counts, the empty and error messages, and the edit a sheet predates.
  • The rebuild review's technical details explain in your language why Apply rebuilds the whole world, how it carries the edit, what it keeps and what it protects.
  • A Library card's "Made with" tooltip now says in your language why that version's generator may move the world's continents.
  • In German, French, Spanish, Portuguese and Polish, a place's dossier now reads in your language: its section titles, facts, notes, seasons, writing prompts and connections, for towns, realms, rivers, ranges, seas, biomes, volcanoes, characters and every other kind of entry.
  • The cell inspector, its "Why here?" evidence and its climate explanation now read in your language too.
  • The "What this world means" card and the World facts tables now read in your language, column headings and row words included.
  • In Create, the brief's notes and echoes, the build checklist and the build-time estimate now read in your language.
  • Some specialist sentences, such as a market's notes on how its sea catch is landed, are still in English.
  • New world on the title screen now opens Create on its first step: the brief for a generated world, with the cursor in it, a region's own Describe, or the Import/Draw choice. It no longer reopens the candidates from an earlier search.
  • Travel prepares its map when you open Travel rather than every time a world opens, so opening a world does a little less work.
  • An area you drew in the brief without a name is now called "Drawn area" (in every interface language), so it no longer reads as a measurement of surface area in French, Polish and the other translations.

Known limits

  • A stroke painted inside a small region keeps the finest detail away from it, but the region's coarser layers are still built again whole, so the update takes about as long as before (about 16 seconds for a 50-mile region). An edit made on the world map within about 100 km of a small region still builds the whole region again: the world spreads it over its cells of about 100 km, and a small region lies in one or two of them.