Greetings, hearthlings and goblins
We come today with joyful, much anticipated news! Also som not-so-joyful announcements and such… But overall, only good stuff!
For today is the day of yet another huge Stonehearth ACE update! So get your reading glasses because the patch notes are once again overwhelming
For this version’s highlights, I think it’s fair to mention the new drinking system, mechanics and related furniture, items and such, a full revamp on Highlands visuals and colors, the new Thorulf & Rattley quest to learn bonecarving with factions other than the Northern Alliance, fish traps (finally!), nut trees and multiple changes to renewable resources (like seasonal variants to your evergreen bushes!), some new monsters and multiple new encounters and challenges to test the mettle of your military (primitive goblins with blowpipes that make you sleep? YES), new traders, dreams, items… Well, you’ll have to read I’m afraid.
Now for a couple of announcements!
The first one might sound a little sad - but we promise it is not
For a few months now, me and Paulthegreat have represented most of the actual work being done in ACE. Of course there are many that contributed and still contribute when needed, and a lot of people helping with testing, finding bugs and providing feedback by playing! But for those of you that are part of the Discord and follow the progress, the unstable versions and such - this is not a surprise. We are, of course, in need of a little R&R we’re not disappearing or anything, and we’ll be around to fix bugs and all that, of course but we do need to give ourselves an “official pause” - at least one that we can truly not feel so bad about when not working on ACE There’s a lot of good things to do (some Stonehearth related, even – those that use my mods know how OUTDATED they are… So this will be a grand opportunity to update Trapper+, Glassworks, etc…) But yeah, this is basically it. We’re not done and no one is leaving - no worries we just need a lil’ time off
And secondly, to keep the flame alive and not make anyone sad, I’d just like to point out a couple of things planned for the future of ACE
As you all know, we have what we call the base game updates and then the additions, like Dwarves. With this update here, we are pretty much almost done with what we considered necessary, base game changes and additions. There is very few left - most notably our desired changes to the Herbalist, the Engineer and some little tweaks here and there. That means that after this version, 0.9.5 will probably be the last “Pre-Release” ACE version and beyond that is when only the neat, juicy things start coming: Dwarves, the new questlines and all that. And beyond that, if we’re all still alive () and willing () we also have some very cool ideas and thoughts to share! Things like new jobs (based on original ideas from Radiant, like the Animal Tamer) and such are all still on the table, just waiting their opportunity to shine…
So that’s it, I hope that these words are enough to keep the hope and the good wishes alive while we take some rest away from daily working in ACE, and I look forward to hear and see cool stories from this new version
Without more delays…
Pre-Release 0.9.4 - THE DRINKING UPDATE
If you are still playing a 0.9.3+ game and is really invested on it, you may continue by download the older version by following the link above! 0.9.4 should be save compatible but is likely to throw some errors. Besides, you won’t be able to enjoy all the new features without a new game!
Brace for impact!
View Patch Notes
- It’s time for some brewing! At level 2, the Cook will now unlock the Copper Brewery and several beverages and beverage-related recipes. Drinks themselves as a system are not fully implemented yet, and there’s yet some balancing and tweaking to do. But you can already have some fun with them!
- Drinks are not like other basic needs (food, sleeping, etc…) but rather like a luxury need. Hearthlings will not die of thirst but they will be unhappy to not have anything to drink. On the other hand, providing prepared, tasty drinks will enhance them with multiple new buffs and benefits.
- When no drinks are provided, you can still “fight off” the unhappiness with water. Water is quite bland but will satisfy their desire for drinks without any added benefits. Hearthlings will reach for water sources to get water when thirsty - any water source in the game works - like rivers or lakes (as long as they can reach down for it - you might need to dig a bit!) or…
- Wells. Wells can be crafted and placed like other furniture - but once placed they need to be built and can’t be moved or undeployed - they need to be destroyed and a new well must be created. They only provide water for thirsty hearthlings… for now.
- Well models are new but they use the beautiful (yet unused) well model contained in the Farmer folder of the official Stonehearth mod as a base! Thank you, Team Radiant <3
- Berry Juice, Cherry Juice, Prickly Pear Juice, Watermelon Juice, Carrot Juice, Heirbloom Juice & Smoothie, drinks. These lovely fruit beverages will make your hearthlings refreshed and renewed!
- Herbal Tea, Lavish Tea, Desert Sun Tea & Amberstone Tea, drinks. Tea is a very special kind of drink that requires a teapot to be made but provides the most excellent crafting bonuses.
- Grain Spirit, Fruit Spirit, Liquor, Ale & Beer, alcoholic drinks. These provide huge bonuses for mood and happiness but can make your average hearthling a little… light headed. Don’t exaggerate!
- Wort and Gruit, brewing ingredients. Wort is needed (in a Fermentation Vat, crafted by the cook) to make Ale. Gruit can be added to Ale to make Beer.
- Hearthlings will take into account the time of the day when choosing what to drink! Early in the morning and during the day they’ll prefer things like juices or milk, maybe tea. During the afternoon they’ll prefer tea and sometimes alcoholic beverages and during the night they’ll always prefer alcoholic beverages.
- Certain Hearthlings, however, have special preferences and intolerances - just like food. These will have priority over the time of the day. For example, Tea Lovers will always prefer tea whenever while alcohol intolerant hearthlings will never go for alcoholic beverages, not even at night.
- Drinks have been added to all starting loadouts of all kingdoms.
- Drinks were added to the small parting gift you get from the township quest after choosing your banner. For Rayya’s, they were added to the Iskender caravan gift.
- Finally, to handle all the new substances, a whole series of new containers is added. Production Casks can be used to store newly crafted fluids and Serving Kegs can be used to store consumable fluids like finished beverages. Both can be made with either clay, wood or stone. And then the Barrel, Amphora or Tank are used as general storage for most fluids or dry goods. All fluid containers are limited to single filters (they can only hold one type of fluid).
- Bar Counters. This new and fancy furniture set comes in multiple pieces, a door and a stool. They are also available in wood, stone and clay. Your taverns and inns will never be the same again!
QUESTS & CAMPAIGNS
- Meet Thorulf and Rattley! Those two new characters come with a small and light hearted new quest for those playing a faction that is not Northern Alliance. Upon completion, this quest will unlock the Bone Carving Studio and all the bone carving recipes!
- Additionally, Thorulf and Rattley will attend Tier 3 township upgrade parties of all kingdoms.
- Enchanted Dust, Goblin Banner Shred, Red Kiln Banner Shred, Undead Rags, Corrupted Dust, hostile trophies. These are new items that can randomly drop from members of some of the hostile kingdoms. They’re not really useful and are only worth selling… for now.
- Your town is in peril like never before! There’s several new events for the “Ambient Threats” campaign, which includes some new feral beasts like bears and big cats, goblin armies and so on… That also means new types of enemies and new things to fight against. Be ever vigilant!
- Fish Traps! Your fishing problems are finally over! Fish Traps can be crafted by the Carpenter or bought from fishing merchants. They can then be placed on the edges of water bodies and will eventually get fish that will then be automatically harvested by your Trapper. When fish is caught, you can also click a command button on the trap that will make the Trapper capture the fish instead, putting it in a handy box so you can release it somewhere else. Time to build ornamental fish ponds! Fish Traps are not affected whatsoever by the presence of nearby fish… for now.
- This is an early implementation of the fish traps, mostly pushed out so people can finally benefit from getting fish if not using any neat mods out there… But due to the yet non-optimal implementation, fish traps in very large quantities can cause performance issues. To prevent that, they have a limit of 3-12 traps per Trapper (12 on level 6)
- NPCs except non-hostile wild animals and aquatic animals will now be affected by weather effects as well. This should prevent situations where your troops are severely slowed down due to a blizzard while enemies are joyfully hopping around, for example. They will not take damage from weather effects, though.
- The ACE Firepit Component is even further customized and you can now define different fuels for different entities and whether or not an entity should create sitting spots.
- Additionally, sitting spots can now be created on the same level of the firepit OR one level above, which means that they will actually sit around firepits that are sunk down one block into the ground.
- Hearthlings will now remove any seasonal equipment they’re wearing when the preferred season ends. That means a lot more immersion when winter ends and your little people swap back to their summer outfits!
- Small Firepit, decoration. A 2x2 variant of the firepit, it also provides warmth but requires fuel. Can be crafted by a level 3 Mason.
- Cast Iron Brazier and Tall Cast Iron Brazier, decorations. Functions like a firepit but requires coals instead of wood. It also generates warmth but won’t attract people to sit around it.
- Crafter Gilded Scarf, accessory. This handy piece of clothing will keep your crafters warm on the coldest days! No more freezing professionals while the workers hop happily about.
- Combatant Fur Cloak, accessory. Similarly to the piece of clothing above, this other item shall keep combat units warm. That includes knights, footmen, clerics and archers.
- Field Worker Comfy Hood, hat. Finally, this last equipment is meant for warming the heads of the other professionals that are not crafters. Namely the Trapper, Shepherd and Farmer.
- With those new items, it is now possible to keep everyone warm during blizzards. Please note that just like the worker outfits, they have kingdom variants. All of them can be crafted by the Weaver. Rayya’s Children versions are cheaper but will only protect hearthlings up to Cold weather.
- Summer Work Hat, Summer Crafter Hat, hats. These, oh the other hand, will protect crafters and workers from the summer’s heat and sunstrokes.
- THE END OF AN ERA. The long reign of the Stone Chest has ended and it now requires a level 4 mason and more expensive materials - like all the other 64 item containers. To compensate, two new - smaller - stone containers have been added: the Small Stone Coffer and the Stone Coffer. They’re equivalent to the Small Crate or Small Urn and Large Crate or Large Urn, respectively.
- There’s also a new 64 item container for the Potter, called “Tall Urn”.
- Small Animal Door and Animal Door, construction parts. These come in all base materials (Wood, Stone and Clay) and are special doors that can be left open, allowing animals to go through. A Shepherd is able to manually open or close them, still allowing hearthlings back and forth but enclosing animals. Great for making shelters, coops or barns!
- Chitin Armor, Chitin Helmet, Chitin Shield. Somewhere between leather and bronze, this Footman armor set offers an alternative for when you lack leather and metals. It also has a special ability! After a year collecting chitin for no reason, your insect parts are now finally useful! Chitin armor have unique visuals per biome.
- The Fox Lily flowers have a new variation for their model now, a simple color swap hinted by Allie during a stream as old as time…
- Sunflowers and Fox Lilies now drop new, respective herbs. Their recipes also require those herbs instead of the whole plant.
- There are now transmutation recipes for Cotton, Dwarfsbeard and Cherry Bush seeds, just like the other similar plants in the base game. Apologies for missing those!
- ACE now gives support to localization mods that require gender-based surnames. Such mods still need to add such lists to the populations file, but if detected ACE will properly use them!
- Knights will now actually blow a horn (visual and sounds!) when they use their Level 6 “Hero’s Horn” ability.
- You can now place Building Templates on pastures! Get those barns and coops out there!
- If you’re too lazy to plan your own, however ( ) this update also includes two new building templates to each faction: a small animal shelter and a big animal barn. They require a Shepherd to be unlocked.
- You can now see buffs applied by food items! Check out stews, soups and sweets! More should come eventually, encouraging more diverse diets!
- Sounds for waterfalls have been added! Yay!
- You can now extract Sugarbell seeds with a Level 6 Herbalist!
- Several new types of titles have been added for weapons and hearthlings (undead slaying, orc slaying, specific bosses like Ogo, etc…) and the existing titles have been made less spammy.
- There are now new ways for titles to be achieved: specific kills will account specific monsters with a determined tag in their Tuning files.
- A new rare Tier 3 merchant statue has been added.
- There’s now a new option in the settings menu that allows you to silence notifications for new titles.
- New loading screen messages have been added to cover some of the new content and features.
- There’s a couple new variations for Scarab Beetles and Ladybugs. The scarab is also shiny now.
- There’s also a couple new variations for the beetle chitin resource according to biome.
- There is now a “Poof!” effect (the same used on trappers) for when a Shepherd slaughters an animal.
- Added support for the grouping of jobs into broader job role categories. This should alleviate the issue of multiple jobs being displayed when showing which jobs are able to use an item. Please note that mods will have to perform a simple setup for this to work, more information on this can be found on the “Modders & Enthusiasts” section.
- The ACE Auto Replace Component has also been updated with a new setting, it can now track destroyed items too. Just use the
on_destroyboolean key to enable it.
- Added a new visual for arrows from enemy bows.
- Highland Vine Stems, fiber material. Highland Vine Leaves, herb. Highland vines will now drop their own resources instead of coarse fiber bundles.
- Dreams. Dreams change back and forth during the night and are influenced by the Spirit attribute. The more Spirit a hearthling has, the lesser the chance for bad dreams. Bad dreams will give negative thoughts while good dreams will give good thoughts.
- Sleepyhead and Light Sleeper, traits. These new traits will add even more personality to your little hearthlings!
- There’s a new effect for when hearthlings pass out of exhaustion. They’ll drop down as if being knocked out and they’ll have purple Zzz… instead of green - showing you that they have been up much more than they should! Don’t let your poor ‘lings pass out!
- Added a wooden wall-mounted sign for the Geomancer.
- You can now place Mechanisms and Fluid Control objects in the building editor.
- There are now new mechanics for rendering in the Renewable Resource Component. More details on how to use them will be shared below. As a player, what it means: the “produce” of many resource nodes is now rendered separately from the entity. That means that it is now possible to have seasonal variants for berry or cherry bushes, etc. Additionally, there are now “half renewed” visual stages, so before your berry bushes are harvestable or sheep are shearable you’ll see green berries and short-wool sheeps. As an example of the new mechanics, most renewable resource nodes have been adapted to benefit from this, so pretty much most flowers or harvestables will now have intermediate stages.
- Additionally, there is also another feature for the Renewable Resource Component, which is the ability to customize the renewing rate according to seasons. This is very interesting because it allows us to create some major new kind of resources, for example…
- Almonds, Walnuts, Chestnuts and Hazelnuts can now be planted! These will grow into fine, beautiful nut trees. Those trees are unlike other trees in the sense that they provide renewable resources every year, each on certain periods (usually Autumn).
- Nut trees have been added to all biomes. Almonds to the Desert, Chestnuts to the Temperate Forest, Hazels to the Highlands and Walnuts to the Arctic.
- Basket of Nuts and Nut Flour, cooking ingredients. Now instead of using hard seeds (nuts) for cooking you first have to make a basket out of the same 5 nuts usually required by the recipes. This is a necessary adaptation for the nut trees, that give their nuts in baskets already. You can also make flour with the nut baskets.
- Nut Bread, Nutty Meatballs, Nut Cake, foods.
- There is now a new overlay icon for harvesting fruits - currently seen on berry bushes, pear cactuses, cherry bushes, etc… It now displays a fruit instead of the old plant icon.
- Spiky Bolt Quiver, equipment. An alternative to the Spiky Quiver that can be used with crossbows.
- Farmer Fields set to “Fallow” shall now recognize humidity and change their visuals as well when raining, dry, etc.
- There is now support for statistics and titles when reembarking.
- Reembarking will now keep all the Town Tier/Township Quest recipes unlocked regardless of what faction you play with. What this means is that if you unlock a Tier 3 set of recipes with Northern Alliance, you can reembark as Rayya’s Children and still have these recipes - and so on. Please note that this only applies to unlockable recipes - the starting cultural recipes (i.e: Northern Alliance’s Horn Spear or Rayya’s Children Tagines) remain exclusive.
- The Crafting window will now display a measurement of a food or drink’s efficiency on its interface. The new display uses icons to represent how satisfying the serving is and a number to inform the amount of servings provided.
- Large Bronze Portcullis and Large Castle Portcullis. These new alternatives to the existing portcullis are as strong as their smaller versions, but available on a different size that can be centered on odd-sized walls: 5x5
- There are now Fish Traders and Drink Traders.
- You’ll now get the adventurer quest offering you the Auto Cricket Golems when playing as Rayya’s Children, just like the other two factions do.
- Added some clothing variations for travelers.