The Augur - [UPDATE] - Hexlands: Regions and Borders — page 1
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The Augur - [UPDATE] - Hexlands: Regions and Borders

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About This Title

Hey everyone! I’ve added regions and borders to Hexlands. There’s a new Regions tab in the Hexmap Editor where you can paint faction territory or draw your own regions on an existing hex map.

In Political mode, pick a faction from the palette, then click or drag on the map to add hexes to its territory. Hold Shift to erase hexes. You can also Alt-click a faction’s territory on the map to select it and start editing its border.

You can give each region a solid fill, hatching, dots, or just a border. Use the sliders to adjust the fill opacity, pattern size, and border thickness. Political regions use the faction’s color. Changing it in the map editor also updates the faction, and changing it on the faction updates the map.

You can also switch to Freeform and make a region of your own. In the video, I paint a buffer zone between faction territories and give it red hatching so it’s easy to pick out. Freeform regions have their own names and colors, and they can overlap faction territory or other freeform regions.

The Regions control lets you show the overlays to everyone, keep them visible to the GM only, or turn them off for the whole scene. Dashed borders tell you which regions are hidden from players. You can also hide a single region while leaving the others visible.

Regions work with all three map styles: Original, Illustrated, and Mixed. You can switch styles on the same map and keep the borders you’ve already painted.

This also works with Augur: Fantasy’s Regional Development. As you develop a region, factions get their own domains and borders on the Hexlands map. You can adjust those borders with the same painting tools, and generated domains can keep growing when you continue development.

Thanks for supporting me and allowing me to continue building and developing these modules!

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