[ACE] Pre-Release 0.9.4.7 - The Drinking Update!

Actually, all juices use the same cup (although the liquid has different colors) but spirits use a different cup, so there should be a difference. If you look closer, you’ll notice that they drink spirits with a small cup similar to the “shot glasses” we have IRL, it’s a very tiny cup since you don’t really drink spirits on a cup as big as the one you drink juice :merry:

… well, you can, but I don’t advise doing so :jubilant:

I’ll take a look and see if something more could be done to make juice cups more unique, though. It’s a bit of a challenge but sounds like a fun idea :slight_smile:

This looks like a base-game issue with the builder’s scaffolds… Unsure what caused it, we don’t touch the builder much (actually, we barely touch it at all) :forlorn:
We’ll try touching it for the 1.0 update so I’ll write that down for when we do it.

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I have bunch of questions (sorry if disturbting you). Whats actually best drink and food in game? (makes hearthling most happy). Im not sure if beer or red wine or liquor or hearth spirit. What determines how much the drink makes hearthlings happy? And for the spirit cups, just noticed, they are lot smaller than juices cups. Im happy that spirits dont use same size as juices. Having a crafter with drunk 99 status isnt best idea… I better wont imagine what chair made by hearthling like that would look like… Also i dont know if is this bug or not but there are descriptions of servings only for ales and beers…
How to get cottage cheese?

This doesn’t really have a proper answer because some foods and drinks have alternative effects that might be desirable. For example, Tea is not as filling as a smoothie nor makes you happy like a beer but it improves crafting and experience gain.

Personally, I’d say that Hearth Spirit and Hearth Ambrosia are the best ones because they have the combined effects of multiple foods/drinks + they are very filling. But it’s a subjective question!

:jubilant:

Not a bug, same happens with foods. Many foods/drinks have no descriptions on their servings, some do, usually little jokes or snips :merry:

Harvest curdled cheese instead of letting the cook “work it” :merry:

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Hearth ambrosia??? Just learned it exists, but what is that? (i may sound dumb lol).

It’s a special recipe you unlock when you get a Geomancer

Ambrosia is a sweet food, but the name comes from greek mythology where it is like “the food of the gods”, so it usually refers to something really good/tasty

Found it, seems like food variation of hearth spirit. Keep up great work on ACE! :jubilant:

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Last question, why have malt and fruit spirits negative appeal rates? I think hearthlings should be happy that they can drink things like that and that i dont let them die out of thirst (thats not actuallly possible)

Their negative appeal is very tiny, and not enough to alter their mood much when consuming it. It’s mostly because appeal refers more to the beauty/comfort/how nice is to stay close to things, and spirits are usually bland looking and with a strong smell

Guys, yesterday i tried to play again and i noticed that many recipes were gone.

Reembarking will now keep all the Town Tier/Township Quest recipes unlocked regardless of what faction you play with.

Is this supposed to work with new unlocks you do from now on , or does this work with previous unlocks (before the update) ?
Does this include recipes you manualy unlock through the console?

This should work retroactively, yes. And I suppose it should work with console unlocked recipes as well.

However it mus be noted that if you, for some reason, go through a modded faction that do not use the same recipe lists/jobs as the base game factions and reembark with it, all the recipes and such that were not present because of that will be lost. For example, Bruno’s goblins won’t have many of the unlocked recipes from other factions, same for Wouter’s nordlings, and reembarking from these kingdoms will lose previously unlocked recipes due to them not being in their lists.

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Well, i just found a hearthling eating mozzarela, is that a normal thing? I tough there is only fresh, mild, aged and cottage cheese… But i like the idea (i wish i could made pizza with mild cheese, dough, heirblooms and mozzarella and some herbs):merry:

Just an suggestion: supply pouches/bags. Made by weaver as some form of woven variant of wall shelves. An small variant for 4 or 6 items and large for 12 or 16 items. So the weaver can made wall container like other furniture crafters. (we will already have baskets and shelves, but woven supply tables arent best idea, mostly if you want to put steel ingots or armor in it :merry:)

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sacks for storing grain would be awesome!

The models could also be re-used as sandbags (1 empty sack + 1 clay/stone) as a cheap kind of fence item, perfect for blocking off pathways you don’t want to patrol or as a way to limit the spread of flooding.

Suggestion for an legendary weapons: 1: some light throwing shield, it would be a bit less resistant than the giant shield, but its equipable by footman and you can throw it, so it can be first hybrid weapon in game. It will probably cause major out of balance and fracture. Something like shield of captain america. Maybe it could even give a small defense and morale bonus to nearby warriors.2: legendary crossbow of the hunter - an special crossbow that pins enemy, making him unable to move. It could also be an another hybrid weapon, dealing decent/low damage when used meelee. Will inflict shaken and major open wounds. Will have better range than other bows. For the pin, it will need aome unique animation, so it dont look like he is just chilling and looking around. Probably like some form of enemy trying to remove the bolt from the wound (maybe little too drastic for stonehearth)

Is next update coming anytime soon? :glum: (sorry to pressure you)

I’m sorry, I wouldn’t expect it for the coming weeks or so :sob:

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Could fruity mead cause fruity flavors buff? its bit weird it didnt. Or i just missed it :rofl:?

Just an question: will ace still implement animal trainer since it will become duplicate job since beast tamer is already included in beast tamer + firefly clan. Or it will somehow overwrite?

We do have ideas but they’re long term, post-Dwarves (or might not even happen)

If they do, however, the Animal Tamer we’d like to implement is different from Bruno’s awesome Beast Tamer - it would work like a shepherd, but it would have animals that perform work/combat rather than herd animals just cared for its resources.

Think things like working farm animals, hauling animals, beasts of war (like wolves) or even mounts if we feel excited enough :joy:

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So glad to hear you’re considering them a hybrid type class! Animals to fetch, fish, rescue, harvest, mine, and fight. This would make them ideal for smaller towns and give more mundane access to golem functionality.

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