An update to an old mod that covers a hex map with hexes and reveals it as the party explores, with hidden locations announced when they are found, in Jumpgate and Legacy games. You can download it directly from GitHub: <a href="https://github.com/steverobertsuk/roll20-api-scripts/releases/download/Hexploration-v2.0.0/Hexploration_v2.0.0.zip" rel="nofollow">https://github.com/steverobertsuk/roll20-api-scripts/releases/download/Hexploration-v2.0.0/Hexploration_v2.0.0.zip</a> Detailed info on updates can be found on my website: <a href="https://midniteshadow.online/projects/roll20-mods/hexploration/" rel="nofollow">https://midniteshadow.online/projects/roll20-mods/hexploration/</a> The update should reach the One-Click Installer in early November. 2.0.0 - 2026-10-29 A full rewrite by me, MidNiteShadow7, of Ada Lindberg's Hexploration, which no longer worked in Jumpgate games. Fixed Works in Jumpgate: shapes drawn in Jumpgate ( pathv2 ) can be filled, hexes are drawn as pathv2 , and deleted Jumpgate hexes are forgotten. Hexes line up with Jumpgate's regular hex grid. Legacy pages keep the exact version 1 spacing so existing maps stay aligned. Hexes on the far right and bottom of the page are now covered by Inverse Fill. A token near the edge of a hex is now placed in the correct hex. Moving a token on the GM layer, or a monster controlled only by the GM, no longer reveals the map. Tokens dragged quickly across the map no longer skip the hexes in between. Bar, marker and other non-movement changes no longer trigger reveals. No more crashes when a hex, its label or its icon was deleted by hand, when Name Hex is used on something that is not a hex, or when Fill is used with a token selected. Location names are HTML-escaped in chat. Players can no longer run the commands; they are GM only. Large fills are drawn in batches so they do not trip the API's long-running script watchdog. Added Legacy support continues alongside Jumpgate; the engine is detected automatically. Hex Layer setting: draw on the foreground layer (above tokens) or the token layer. Auto tries the foreground layer first and falls back to the token layer. Reveal Along Path: the whole route a token is dragged along is revealed, including waypoints. Large tokens reveal every hex they cover. Tokens That Reveal setting: player tokens (default), character tokens (the version 1 behaviour) or all tokens. Glimpse reveal mode: hexes within sight turn see-through and clear when entered. Line of Sight can be switched off. Mark Location and Unmark commands for hidden location tokens. The version 1 white-tower marker still works. Announce Discoveries (everyone, GM only, off) and Ping Discoveries settings. Hide Covered Tokens: player-visible names, bars and auras of tokens under covered hexes are switched off until they are uncovered, because Roll20 draws them above the hexes. Reveal and Conceal for selected hexes, shapes and tokens; Reveal Page; Reset Page; Explore. Undo for the last fill, inverse fill or conceal, including the shapes it used. Per-page overrides for the reveal settings. Rescan: rebuilds a page's hex list after a page or game is copied, re-linking name labels and location tokens. Calibrate: lines the hex grid up with tokens snapped to hex centres. Status card for the current page. Help and Command Deck handouts in the Journal. 24 languages. Hexploration.revealAround(token) API for other Mods, and automatic support for tokens moved by TokenMod. Hex Layer, Tokens That Reveal and Language on the One-Click settings page. Changed Primary command is now !hexploration with subcommands. The version 1 !hexploration_* commands still work. No longer depends on PathMath, MatrixMath, Vector Math or HTML Builder. New installs default to dark hexes with a sight distance of 1. Upgraded games keep their settings. Version 1 state is migrated automatically; hexes whose paths no longer exist are forgotten on startup. Rebuilt with Rollup and Prettier; source split into ES modules with unit and end-to-end tests.