The software tries to cram all unique texture data into one 1024x1024 sheet. Every asset you place forces a re-bake of the atlas. At 30 assets, you’ll notice texture swapping (pop-in). At 100 assets, the program freezes for 2–3 seconds every time you pan. Exporting at 4K resolution is pointless—the source data is still 1024.
However, the “1024” change to higher-resolution default textures is a double-edged sword. Maps look crisper when zoomed in, but older custom assets that weren’t designed for 1024×1024 now stick out awkwardly (blown up or misaligned). Also, RAM usage has noticeably increased; on my 16GB system, larger maps start chugging.
What’s new in 1.0.24
: Creating custom asset packs at this resolution requires specialized tools like the Dungeondraft-Tools for efficient packaging and conversion to .webp formats to save disk space.
While newer versions like and 1.1.1.1 (Moony Kirin) have since been released, 1.0.24 remains a notable point in the software’s history due to specific hardware-related bugs. dungeondraft 1024 upd
: Place your downloaded .dungeondraft_pack files directly into that folder.
The update introduced changes to keyboard shortcuts, particularly for Mac users, requiring a shift in workflow habits. The software tries to cram all unique texture
The improved, smoother lighting effects and precise asset management allow for even more professional-looking maps.
More stable, but the 1024 asset shift needs polish At 100 assets, the program freezes for 2–3
: Optimized memory usage for handling large maps (up to 128x128 squares) and high-resolution exports.
The update addressed issues where custom asset packs, particularly those with corrupted or missing images, could cause the application to crash.