Stonehearth ACE 0.9.5.4 Released!
Many many greetings and a Happy New Year, fellow hearthlings!
I hope you’ve all had a good start of the year and a nice first month
We’ve been getting some rest ourselves, recharging the batteries and spending these first weeks doing other things but that has not prevented a new patch to be formed, while not really a big incremental patch, I’m sure it will be very welcome because it brings a whole new set of beautiful furniture for your building pleasure!
That said, we’re also finally closing the ACE Frostfeast event for this season… Don’t worry, it will be back in less than a year!
We still have one incremental patch planned for version 0.9.5, which will be focused on re-reworking some of the big things we’ve added according to the feedback provided by you all on Herbalist Planters & the new Herb System! Among, of course, other goodies!
And once that incremental patch is out, we’ll probably go into another long-ish period of hard work as we finally approach the next planned major version: 1.0! (Yes, Dwarves!)
That’s it! Thank you all for the support and kind words, welcome to all the new folks (we’ve seen a steady influx of new people recently!) and keep having fun
Incremental Patch 0.9.5.4
Frostfeast
- And so the holiday season has come to an end! The Frostfeast questline is not available for newly created games anymore. Games that were started previous to this update will still be able to finish the quest - but they won’t be able to start it if they haven’t already.
- Presents, the basic Frostfeast Decorated Pine and the Holiday Cheer Cap recipes are now locked again. If you had any queued to be crafted, they’ll remain in the queue and will be crafted, but you can’t give new orders. (Actually if you do have queued presents you can give new orders because you can do so from the ones already queued But consider this an extra-official tip)
- Additionally, since you can’t craft presents anymore, you will only be able to do the specific item quests for the Frostfeast Questline - so if you do want to finish it, then “abuse” the tip above and queue some presents before updating the mod!
- All the Frostfeast stuff you unlocked will remain unlocked for that town, forever (like any other recipe unlocks!) however the Frostfeast crafting category has been moved to the bottom of each crafter’s menu.
- We hope you’ve enjoyed it - and the new questline - and Tomtee looks forward to visiting you again next December
Added
- Marble furniture and building parts are here! You can now put your level 5 and 6 Masons to work on beautiful and ornate pieces of furniture that are worthy of a mighty estate or an emperor’s palace! Get your mining going, folks!
- We might add more marble pieces in the future - but for now you should already be able to get some great builds with the 25 items added.
- Unfermented Juice Vinegar, brewing ingredient. Crafted by the Brewer using any juice, this new (and simple) way to obtain vinegar will be easier than all others for not requiring a fermented drink - but it will also be the least efficient and longest method. Not particularly good for a well supplied town, but should at least be useful for people to get some early vinegar!
- There is now visual aid around the well model when placing Simple Water Wells that should help with realizing how much space it needs. It includes a small green square that indicates where the hearthling must stand to use it.
- Added new “Supply” container filters for prepared food for the different times of the day (Breakfast Food, Lunch Food and Dinner Food); With these filters you can now try to force different eating places - for example, a community mess hall with breakfast and lunch food and dinner food containers on a tavern, so they all go there to eat and drink.
- Added a recipe for crafting Highland Vine seeds from Highland Vine leaves.
- (For Modders) We’ve added retro-compatible support for Output Crates to have the ACE Crafter filters added in the last version. Now, if no filter list is defined for an Output Crate, they will automatically use ACE’s filter - and they’re also all forbidden from being set as default storage.
- (For Modders) There is now support for “shared cooldowns” on combat abilities. The shared cooldowns need a name tag and a value - and all abilities with the same name tag will have their cooldowns shared. Check out the different Cleric Tome abilities from ACE as an example.
Changed
- As mentioned in the last item of the “Added” section, Cleric Tomes healing abilities now have a global cooldown. Previously they had different individual cooldowns but that allowed multiple spells to be used in a row, now they have a shared cooldown that prevents the different spells from being cast in succession.
- We’ve given a higher sunk cost boost for work tasks, which means that work tasks should now (supposedly) be harder to interrupt - or, in other words, hearthlings should prefer to finish certain work actions before others (like going for a meal) become high priority enough to cancel these. This is mostly an experiment for now - but what you should be able to observe is an increase in tasks being done without interruptions, less items left around by interrupted hauling tasks and so on. Easy to identify evidence are meal times where lings won’t immediately go to all at once anymore, but rather finish what they’re up to and go to it when possible. Initial testing on the matter seemed promising and without errors, but please report or let us know if you experience any kind of wonky behavior, stuttering, etc…
- The Hearth of Glory quest (Tier 2) for all kingdoms has been changed to require Light Bandages instead of Heavy Bandages. It is possible that if you already have the quest, it won’t be changed - but cancelling and choosing it again will refresh the quest requirement.
- Reduced the fiber yield of all three farmable bushes (Wintermoss, Tumbleweed and Dwarfsbeard) - this change only affects their farmable version, not the wild ones.
- Reduced the yield of paddy fields (Rice); They had a wrong number that caused their production to quickly overflow with resources.
- Most tree saplings will now only show up on Tier 3 traders. Seeds will still be available throughout all the tiers, though.
- All Iskender Caravan traders should now offer the Rayya’s Children versions of the talismans.
- The descriptions for the Silkweed Seeds and Wax Plant Seeds recipes have been updated to better clarify what they need.
- The Wax Plant Seeds recipes have been changed to use the herbs instead of the whole plant.
- The price of Hunks o’ Marble stone has been reduced from 18 coins to 12 coins.
- Slightly reduced the efficiency of fish traps and trapping grounds by increasing the time between catches/checks rather than reducing loot amounts. This should help keep them cleaner without making each capture produce less.
- (For Modders) We changed the triggered mod initialization script async events to be synchronized events instead. This can be used by modders for creating more conditional compatibility with ACE.
Fixed
- Fixed a template issue that prevented the Tier 2 Ascendancy Blacksmith Shop from being placed. It can now be placed normally.
- Fixed a broken localization text on the description of the Northern Alliance’s Blacksmith recipe “Iron Watchman Armor” and the Rayya’s Children “Iron Light Chain Mail” (Archer armors)
- Fixed an issue that prevented the Northern Alliance’s “Hunt” command from working properly. It should now work as intended, however any existing commanded hunts will remain broken (You’ll need to cancel the order and use the “Hunt” tool again)
- Removed the leasing of fuel items from the consumer component. This should fix - hopefully - a series of leasing related issues that have appeared on the last update.
- Fix to expendable resources’ renderer toasts now showing up on game reload.
- Fixed an issue that caused two of the default filter presets (Brewer and Larder) for storage to always show up red with two inapplicable filters.
- Fixed several typos across the whole mod (instances of “An unique…” instead of “A unique…”)
- Fixed some typos with the Karuna & Dwalek campaign.
- Fixed the graphics for the rotten Golden Gourd plant (it was using the rotten Carrot image)
- Fixed a small issue with firepits to prevent their residue from being created if they’re not in the world anymore.
- Fixed a possible race condition error thrown by the town inventory when reloading a game.
As always, please remember to report any issues or bugs you find and feel free to leave your comments and suggestions here or in our Discord server! All are welcome, we’re a big and crazy family
That said, we hope you’re all warm and well!
Stay safe and see you soon