ACE - Authorized Community Expansion Project

Well, well… We surely had lots of guesses and ideas this time. Maybe I shouldn’t post pictures with so many new features/teases as it likely only confused people even more… :jubilant:

Because of that, I’ll comment on some of the answers since some of the guesses were not wrong - but are not the theme of today’s Preview Thursday.

Indeed that’s a new feature, sort of. Equippable consumables! More on it in the future…

Sometimes the obvious answer is the answer :merry:

This one is a cool one, it’s the classic “being right but for the wrong reason”. Indeed the Herbalist is responsible for crafting a potion that is required for the highest level refrigerator, but it has nothing to do with the cauldron animation which is also new (only the spoon is new, actually).

This outfit and workbench have been in ACE for a while now, they’re the Northern Alliance visuals for the profession :merry:

Oh, woah, that was a deep analysis :jubilant: But unfortunately it missed the point a bit. The outfit, hairstyle and hood are all in the game already. Indeed there is a new animation (spoon) and many new tonics, but unrelated. The new freezer is not in the picture :jubilant: there’s also no piece of meat? (that table has also been in the game for a long time, it’s the NA herbalist table)
And yes, the herbs! You got it! It’s the… oh, wait… no, that’s not it… :glum:

Hmph.
Looks like rain.

But no.

And then finally we had a partial hit here…

I’ll give you “second place” for almost getting there, you just missed developing it into what @YetiChow, at last, got:

There you go, an almost perfectly accurate hit!
So let’s talk about…

EXPANDED & IMPROVED HERBS

As YetiChow correctly remembered, some months ago I surveyed the community about how everyone felt about expanding/increasing the depth of the herbs in the game to be more than just an unique, universal “herb resource”. At the time a poll was held with lots of votes, and the results claimed for deeper, more interesting herb/alchemy gameplay but without going overly complex.

For that goal, we adopted a system where each herb in the game will have two important properties: color and aromatic/bitter.
An herb can be one of the six colors shown above: red, green, blue, yellow, purple and white and it can be bitter or aromatic. Additionally, three colors (red, green and blue) are considered “common” while the other three (yellow, white and purple) are considered uncommon.

For example, let’s look at one of the new herbs, the Rose. The Rose is a red aromatic herb, which is probably the most common herb in the game (all biomes have red aromatic herbs as they’re very basic and related to healing items, for example). With the new update, every herb and every plant will have the description adapted to tell the player what kind of herb it is (or provides):

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And some herbs, as you can observe in the first image, can be used for more than one color. For example, one of the new “seasoning” herbs:

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If you pay attention to detail, you’ll notice that there are “four” of these special new herbs that comes in sheafs - they’re called “seasoning herbs” and will be the herbs replacing many of the herbs used in cooking recipes. They’re also relatively common and can be found on every biome - one per biome.

Now, another thing you might’ve noticed is that the “common colors” are seen somewhere else in the game: red, green, blue

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This is not a coincidence, one of the ideas is to connect the concept of the colors to things they provide or achieve through the new alchemical recipes. For example, many tonics that deal with Mind abilities will require green herbs, Body will require red herbs, etc… And the “rare” colors act as enhancers or amplifiers, with the yellow generally being used on “greater” versions and so on.

Thanks to the newfound depth and diversity of the system, we’ve greatly expanded the “arsenal” of the Herbalist with lots of new, funny potions and effects. We can’t wait to see the community trying them out!

image

As for the other trait, a herb being either aromatic or bitter, the terms were very commonly used by herbalists from medieval times to describe plants and for us, in the game, the idea behind these is to basically determine if a herb is edible/positive or inedible/negative.

And, of course, with all the new herbs and diversity of resources, you’ll find plenty of filters to satisfy your organizational needs - which is what I’ve used in the Surprise Sunday picture to try to hint at the new herb organization.

Finally, I can imagine there’s a lot of questions popping right now. How are you going to have so many herbs? How will you be able to micro-manage that? Will you have to micro-manage that, by the way? (Spoilers: Not much! :jubilant:) but I assure you - all of these have an answer since this new system is only one of the many parts and features surrounding the Herbalist, a job that is being heavily reworked on this update! So, as usual… we’ll leave these questions for another Thursday :wink:

Thank you for the read and enjoy your weekend! :jubilant:

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wow heavy herbalist rework sounds great! Also, I remebre that you guys said, that there might be an option to assign beds for injured herathlings. I hope to see it! Alos a type of chair that you can assigne to hearthlings would be cool too!:smiley:

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oh i had forgotten about a general “mark for hurt hearthling” option in beds, would really like it though!

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@ThisDude @Wouter_Sikkema
Medical beds might be in already, even… :eyes:
It probably belongs to its own preview about healing, but I can guarantee you two won’t be disappointed :merry:

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This sounds like a ginormous update. Is there a beta/unstable branch in steam for testing?

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Any tips for biome modders on how to make a good herb set for a biome? From the unstable files I deduct not all colour and aromatic/bitter combinations are expected to be available from the start.

Indeed they are not

All 4 biomes covered by ACE follow a pattern/set of rules that goes like this, basically:

  • All of them must have a red aromatic herb
  • All of them have a seasoning herb that is green aromatic + another color
    (ie: sage is green and blue, chives are green and purple, dill is green and yellow, parsley is green and white)
  • All of them have bitter green herbs (also basic in some cooking/brewing recipes)
  • All of them have aromatic white and yellow herbs and bitter purple herbs, which are the most common uses of the rare herbs
  • All of them have 2 combinations that are not covered (but you could have more or less depending on what you want for the biome)

And then the rest is free/more random, with some things taken into account… For example, Arctic has bitter red herbs because they are useful for making a potion that warms lings, etc.

Some new herbs were added to cover all that with nice herbs that felt more appropriate or were just cool to have in a medieval fantasy game (like nightshade, etc…) and some can be quite commonly spread around other biomes, like water lilies, so they help in reducing the potential number of new herbs.

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It is that time of the week again! :jubilant:

Let’s bring renewal to the thread with a nice picture…
Surprise Sunday

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Petals? What is going on?

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The sky looks kind of hazy so I think they’ve added real-time weather matching based on your current location. Nice.

I think they’ve added real-time weather matching based on your current location. Nice.

:jubilant:
Microsoft Stoneflight Simulator 2020

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dang, you’re adding cherry blossoms? SOLD. just for that
in all seriousness, more weather? heck yeah! weather is one of those mechanics that needs expanding.

P.S: rare hay fever debuff? XD

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Greetings again, hearthlings! :jubilant: :heart:

We had few guesses this last week, but luckily one of them was a hit!
Three weeks of success so far, I guess I should make more difficult pictures…

Yes, indeed!
But it’s more than just new weather types. Let’s talk about…

Environment & Immersion Improvements

This week’s Preview Thursday will be more about pictures than words!

But before we jump on into some of the examples of new things to expect, let’s talk a bit about what’s being done on this area… Overall, the idea is to increase the immersion of the experience - our main goal is to make the game’s year feel like a real journey (from the viewpoint of a new community trying to thrive) and we realized that it needed to be refined into an experience.

So, what defines a season, what defines the cycle of a year? We looked into all the different things that we could play with - colors, sounds, feelings - and decided that these would be the best way to improve upon the already great seasons in the game: Improve existing weathers, create new, diverse weathers and enrich weathers with more lights and more sounds.


New Hailstorm weather

Can’t really show sounds here - so these will have to remain a surprise - but what I can say is that what we did was try to improve the game’s soundscape by capturing the different periods of the year in their most typical, common sounds. Quite some research went into that, but in the end we introduced some really unexpected ambience in Stonehearth. Get ready for cicadas on warm days, wolves howling at night in the winter and even migratory birds passing by during the autumn. With dozens of unique new ambient sound types, the cycle of the year should feel very familiar to the ear alone… But what else did we do?


Hot day in the Desert

Visually, the first change we did was to create our own “ambient light settings” for ACE’s existing new weathers. For those of you that have been playing with ACE for a while, you’re probably familiar with some of our new weathers already (Cold & Sunny, Cloudy & Chilly and Cloudy & Cold, Heat Wave, etc…) but you probably noticed that they are nothing special other than some different effects and very rarely a special visual - like the Freezing Rain.

No more! :merry: All the weather types added by ACE will now have custom ambient light, introducing dozens of new sunrises and sunsets into the game, and all the lights in-between. Colder, more “blue-ish” nights, actually hazy and warm air during a heat wave, you name it - each weather now has unique lights, sky colors and fog settings, so the visual spectacle and diversity you go through while playing will definitely increase a lot.


Chilly Winds night in the Highlands


A typical winter Sunny & Cold day in the Arctic

We have also added lots of new weather types! They’re all very diverse, and some of them are basically variants of existing weathers but with a bit of flair from a specific season - one of the main ways we introduce seasonal sounds and transition between seasons.

Springtime Winds letting all the beautiful petals go with the last winter breeze


Autumn will never be the same with its new weathers


For the Desert fans, the sandstorm has been revisited as well - and we’ve given it a fancy new visual to try and improve the former gray cloud

And we also have some slightly different and unique weather types being added with this update. Both the coldest seasons and the desert have received two different versions of the same phenomenon: Sand and Snow drifts. This new weather doesn’t pose much of a challenge but definitely looks cool! :jubilant:


Sand Drifts in the Desert

You can see the drifts in action here (accelerated video):

Snow Drifts in the Arctic

Get ready to sweat a lot and see Stonehearth in very flat colors like you’ve never seen before with the new Stagnant Air weather!

Or embrace the haziness of a Distant Storm.
(Personal note: I created this weather out of the personal desire of replicating one of my favorite moods/weathers in real life: when you can hear a storm but you’re not really underneath it. Very climatic, this weather is no different from a Cloudy day but you’ll be able to enjoy distant rumbling thunder in the background :jubilant: :heart: )

Be ready to really feel - like never before - the raw and unbearable warmth of a Heat Wave on the visuals themselves

But try to not get a cold with the chilly winds of a Freezing Rain sunset…

Oh!
But most importantly, you have to remember… And I’m serious now - remember.
When a storm approaches… :glum:

image

When a storm like you’ve never seen approaches… :forlorn:

STAY INSIDE

:smiling_imp:

These are just some examples, but I hope they’re enough to get you all excited about the environment and immersion changes coming!
Oh – and if it is not, then hold your berry pies because there’s also one last change…

On top of all the improved visuals, new and reworked weathers and more immersive ambient sounds, we’ve also implemented a change on how the weathers are distributed inside a season. When using ACE, biomes will now support arrays for the probability of a weather, with each number inside the array being an equal fraction of the season duration.

In other words:
Weathers will now take into account how far into the season you are, which allows us to create “transition” zones. Winters will start mild and end with a bang, summers can start cool and tease the first storms and windy autumn days at the end; spring might have a cold beginning with some late snow and chilly days before moving into softer, warmer days and so on… With this change, we hope to be able to increase the immersive feeling of the passing of time even more, creating a more natural and relatable cycle for the year and turning the long-term Stonehearth experience into an even more amazing source of stories and tales of survival, courage and hardship. :jubilant:

That’s it!
I hope these new posts and news are enough to keep everyone happy until we’re done with this great update… I promise - it will be worth it!
Thank you all for the read and - as usual - stay warm :merry: :heart:

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Nice!
With this many different weather types, we soon need a meteorologist :grin:

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hooray! more weather! sadly i’ll have to restart my town again to experience all the weather(sad)

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:thinking:

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Well, not really :slight_smile:

Weather changes should apply to the biomes on all existing saves without trouble!

You will want to restart for other reasons, though… Like the new herbs and plants :merry:

In general is there an ETA on the next Steam release?

official answer: when its done
secondary answer, this year -somewhere- is last i heared. depends a bit on how much problems they encounter making it.

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Woot!
It’s sunday again… And as you all know, it’s time to greet you all with a new Surprise Sunday picture!

This one is probably a bit more difficult… But challenges are much easier when someone is there to help you understand things! I might be just a friendly stranger but I’ll definitely be here to help you get this one next Thursday :wink:

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