Produkt-Updates

Analyze, neu gebaut - dazu fünf neue Sprachen und der Karteneditor zieht nach

Plotiar Team9 Min. Lesezeit

The last update was about the world behind your book. This one is about the editor that reads it. Analyze has been rebuilt from scratch -- a real async pipeline that can run a manuscript-length pass without choking, with both AI and non-AI sections, lore-aware analyses, a per-job cost ceiling, and a results screen that finally fits on a phone. Plotiar also speaks five new languages now -- German, Italian, Portuguese, Korean, and Japanese -- bringing the UI to eight. Your worldbuilding tools talk to each other across content types. The map editor is closer to a dedicated app. And the usual sweep of mobile, export, font, and subscription fixes underneath.

Analyze, Rebuilt

The old Analyze page was a placeholder. It ran one model, on one prompt, on a slice of your text, and it timed out the moment your project got serious. The new one is a different system entirely.

It is now a catalog of analyses. Each section has its own job: a structural summary, a lore consistency check, sticky-sentence detection, echo and filter-word audits, sensory-balance scoring, and more being added. Some sections are AI-driven (Pro tier) and some are pure linguistic analysis that runs for everyone. You pick the sections you want and the runner orchestrates them.

Behind that is real infrastructure. Async jobs run on dedicated worker Lambdas. Real-time progress broadcasts push status to the client as each section completes, instead of leaving you staring at a spinner. Prompt caching on a one-hour window means re-running adjacent sections does not re-pay for the same setup tokens. There is a per-job cost ceiling so a runaway analysis cannot quietly drain your AI credit. You can cancel mid-run, and the cost debit is reversed for any section that did not finish.

The biggest unlock is book-length content. Long novels were the case the old Analyze could not handle at all. The new pipeline does chunked-pair linking, a "trim in half" reduce-pass for sections that exceed a single context window, deduplication across chunks, and cross-pair stitching so findings do not splinter at chunk boundaries. The Lambda is provisioned at 3GB. A 120,000-word draft now finishes a full pass without falling over.

Lore-aware analyses are the part that surprised us in testing. Because Plotiar already knows your characters, places, and factions from the Lore feature, the analyzer reads with that context loaded. POV slips get caught against the actual character roster. Continuity findings reference the entry, not just the line. Naming inconsistencies surface with the canonical alias.

The results UI was rewritten in parallel. Long results get a section table of contents so you can jump straight to the part you care about. The mobile drawer for analysis runs is finally usable -- numbered steps, real focus management, no more buttons that disappear behind the keyboard. There is a history view for non-AI runs so free-tier users can see and compare past passes. AI runs save their full results and you can re-open them or ask follow-ups. Per-section strategies let advanced users override which model handles which section, and Sonnet promotion is automatic when the input warrants the heavier model.

None of this is a new "AI feature." It is the same idea Analyze always pointed at -- a careful editorial pass on the manuscript -- finally with the engineering underneath to actually do it.

Five New Languages, and No More Hardcoded Strings

Plotiar now ships in German, Italian, Portuguese, Korean, and Japanese, on top of the existing English, Spanish, French, and Hebrew. Eight UI languages. Selectable from settings, persisted per account.

This was not a fast switch. It required the matching engineering pass: every hardcoded string across the client apps, the canvas editor, the mobile top bar, the marketing site, and the comparison pages was routed through i18next. 1,314 new accessibility keys were translated into all seven non-English locales so screen readers announce buttons and regions correctly in the user's chosen language. Overflow rules were tightened so the longer translations -- German labels, Japanese punctuation -- do not break layouts. Roughly 270 source files were migrated off a misconfigured i18next default that was silently masking missing keys. If a string is on the screen, it is now translatable, and translations are tested for parity at build time.

Worldbuilding Talks to Itself

Last update we shipped four new worldbuilding content types and noted that the next step was cross-linking. That is now in. Linked elements connect corkboard cards, plotgrid cells, and flowchart nodes to documents, lore entries, characters, and other content. Click through from a corkboard scene card straight to the chapter document. Reference a lore entry inside a plotgrid cell. Wire a flowchart node to the family tree person it represents. The graph of your project is finally walkable, not just stored.

The Map Editor Catches Up

The map tool launched as a worldbuilding surface. This update pushes it toward feeling like a dedicated map app.

Custom image uploads let you drop your own assets onto the map -- a hand-drawn city sigil, a continent reference, a flag. The asset library jumps from a starter set to 560 stamps across four style packs, plus a search field on both the terrain brush and the stamp picker. Coastline-grade fractal edges make terrain brushes look like maps a cartographer would publish, not a paint app's lasso. Layered terrain rendering with procedural textures and scatter handles forests, mountains, and water with detail that survives zoom. There are per-brush overrides, terrain variants, and pattern alignment that holds steady when you drag a region. The floating Layers, Settings, Terrain, and Assets panels all moved into the right-drawer tabs, matching the rest of the app.

Family Trees, Radial

Family trees added a radial layout with a selectable centre and live ring guides. Pick the protagonist as the centre and watch the tree reorganise outward by generation. The auto-layout also got a serious pass on minimising edge crossings -- big extended families no longer look like a knot. The Person tab in the right panel always shows now, with a proper empty state, and the "Link to Character Sheet" context menu opens the content picker correctly.

Calendars, Plotgrids, Taskboards

The custom worldbuilding calendar gained hours support on top of custom days, weeks, months, and seasons. Events have right-click menus on both the event and the cell, a "+N more" popover when a day is dense, and a default-date prop so creating from a specific cell prefills correctly. Plotgrid added configurable max plot points per cell with a feedback toast when you hit the limit, an expanded details view, and custom data fields. Taskboard cards picked up custom fields and field-visibility toggles, plus a configurable inline checklist display.

Editor and Mobile

The PWA had a rough patch. This update closes it. Double-tap navigation, broken route transitions, scroll jitter, and a sticky body overflow on route change are all fixed. Mobile virtual-keyboard backspace works again in the canvas editor. Enter is treated as a real paragraph split instead of inserting the literal characters. Swipe-delete has a drift guard so a near-miss does not nuke a paragraph. Mobile scroll uses time-based momentum with a subpixel accumulator -- it reads as smooth, not stepped. Side drawers align under the top bar. Pinch-zoom is disabled on routes where it caused layout drift. Indicators in the margin (bookmarks, comments) now hug the text correctly when line spacing is greater than 1.

Export, Fonts, and Document Styles

Document body fonts now render in PDF, DOCX, and EPUB exports. The previous behaviour silently substituted the first installed system font, which was the cause of "the export looks wrong" reports going back weeks. PDF and EPUB inject Google Fonts at export time. DOCX strips CSS font stacks down to the actual face. The font library expanded with proper coverage for Hebrew, Japanese, Korean, and extended Latin, so writers in those scripts have real choices, not Times-or-Arial.

Document Styles presets now apply atomically. Switching between presets keeps undo working, the toolbar stays in sync, and partial application -- the bug that left half the page on the new style and half on the old -- is gone.

Behind the Scenes

Subscription: the trial offer is now strictly Pro. The previous flow could route a Plus signup into a Pro trial in some edge cases, which was wrong on both sides.

Sidebar: a transient projects-query failure no longer flashes an empty drawer; the query auto-retries. Migration 097 casts entry_id correctly and references the real constraint name. Changelog: the bridge between the document editor and the activeChangeId now keeps focus aligned, with keyboard navigation hardened. Unsaved changes guard applies to all content types now, not just documents -- so closing a tab mid-edit on a flowchart, taskboard, or map prompts the same way.

Smaller Things Worth Mentioning

Format painter auto-applies on the next selection, with an active state and an Escape to cancel. Per-document and global slash-command toggles let you turn the slash menu off for the kinds of writing where it is in the way. AI Studio can now select source documents from any project, not just the current one. Flowchart edges have editable labels, nodes auto-save when you close the drawer, and you can choose per node whether links open in a new tab. Split view exposes the right panel for every content type, not just documents. Sidebar right-click on any content item lets you open it in a new browser tab.

The marketing site got a glossary category browser, persona links in the footer, lastmod dates for every page, and the demo moved to a dedicated /demo page with a compact landing-page showcase. Sitemap is now an index with sub-sitemaps so search engines stop choking on the size.

What Is Next

Analyze opens a long road. Right now there are eight or nine sections in the catalog. The plan is for that number to roughly double over the next month, with sections aimed at specific genre and craft questions -- pacing, dialogue density, character spotlight balance, theme consistency. The infrastructure for adding a new analysis is now a few hundred lines of work instead of a rewrite.

And the typing latency work continues. We are not done. We will probably never be done. Every cycle has a few commits aimed at the milliseconds between keypress and pixel because that is the difference between a tool a writer tolerates and a tool a writer forgets is there.

Everything in this post is live. If something feels wrong, tell us. The bug reports from active users are why these updates keep getting longer.

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