[ACE] Pre-Release 0.9.5.7h

Stonehearth ACE 0.9.5.7f Released!

Greetings, hearthlings! :jubilant:
The day has finally come to say good bye to Frostfeast… But don’t worry! It shall be back!

These are very sad times out there as we enter a huge humanitarian crisis that affects us all. We sincerely hope everyone in our community is as safe and well as possible. :forlorn: We’d like to remind everyone to always be kind, always be respectful and we hope that this new update will bring some joy to your upcoming days! :heart:

Unfortunately, we did not manage to make the last few “bigger” changes we wanted for this version - lots of things to do - but we did manage to come up with a pretty nice patch anyway! :merry:

Some very good QoL changes, some fixes to long-running issues and some balance changes to leave this version in a very nice place so we can focus the work on upcoming stuff!

So let’s get reading! :jubilant:

Quickfix 0.9.5.7f

Frostfeast

  • After some additional time, Frostfeast is now over! Like last year, any town that has already started the quest will still be able to finish it! Towns that have not started it, however, will not be able to start it anymore - unless it has silently started already (the quest starts some days before it actually appears to the player - only time will tell if that’s your case! :merry: )

Added

  • There’s now a command on water wells to more easily remove them. Removing an upgraded water well (using the new command) will drop the materials for the main body upgrade (and some wood from the roof if one is present)
  • We’ve fed the hearthlings’, pets’ and town names’ tables with a lot of new names for all the three kingdoms. Some of them are “fantasy” names based on real names and some are straight up real/common names for certain areas and periods of the world.
  • Light Shields, equipment. There’s now three new shields that can be crafted by a blacksmith: “Light Bronze Shield”, “Light Iron Shield” and “Light Steel Shield”. These are meant to be used by scepter-wielding Clerics. The ACE “standard” of not having multiple jobs disputing the same equipment pieces (unique progression) is restored. (The only exception remains the “Rabbit Hair Shield”, as intended)
  • Because of the change above a new “class” of shields has been added: Medium Shields. All regular (Footman) shields are now medium shields;
  • (For Modders!) If your mod has shields and you’ve been using ACE mixins, you might want to change any Footman shields to use the “medium” shield mixin now!
  • (For Modders!) Added some extra functionalities (effects) for the universal storage component.

Changed

  • After a positive response of ~85% of the people that responded to our consultation, we decided to move on with the color-coding changes to military outfits and equipment. All Knights will now have shades of red; Archers have shades of green; Footmen have shades of blue. Clerics have lighter colors and gold. Their circlet gems represent their faction.
  • We also improved and tweaked the details on some of the models a bit more.
  • The blacksmith workbenches have had their models “rotated” so that the “front” matches the direction they can be worked on. Apparently it caused a lot of confusion with the placement arrow (which indicates the front of an object, not the usage side!) was not on the sides, where anvils can properly be used from. You might have to replace your anvils if they were in cramped spaces.
  • Improved the synchronization of the sounds and the work animations of masons and blacksmiths. It shall still break if the game pauses or changes speed (since the sound continues playing) but it looks much better when observed in natural game speed now.
  • For blacksmiths, we’ve also added additional spark effects.
  • We’ve changed most of the storage containers in the game to allow for hearthlings to be able to access them from one (or two for some) blocks below. That allows for - for example - coffers to be placed on tables or built blocks; or crates to be stacked up and used. Please note that since they have a reach of one (or two) blocks, you can’t stack 10 crates and expect it to work :jubilant:
  • Additionally, we’ve removed the “enforce patrol” status of certain objects like urns or crates.
  • “Decorative Flower Fields” will no longer be automatically patrolled by military units.
  • Omelets will now accept any vegetable instead of specifically carrots.
  • Nut Pralines now require Sugar specifically (instead of any sweetener).
  • Added a tiny “offset” to shields’ models when equipped to prevent Z-fighting between the item and the wearer’s arm. This is added through the shield mixins so it should be automatically applied to modded shields if they’re using ACE mixins.
  • Rayya’s Children footman armor has been renamed “Scale Vest” and Northern Alliance’s knight armor has been renamed “Lamellar Armor”
  • There are some other name changes to equipment to adapt to the new shield category tiers; knight shields are now called “Heavy” shields (or Kite shields for the Northern Alliance); the previous light shields are now just shields (Bucklers for the Rayya’s Children; Round Shields for the Northern Alliance) and the new cleric shields will occupy the “Light” category names.
  • Adjusted the water level when water reaches the “end of the map” to stop at a lower step than 1, forming a nicer water body (and preventing potential overflow)
  • We’ve tweaked how irrigation works a bit. It should now consider the amount of crops in a field rather than the size and rotation - which means that water measurements will be less erratic now for fields of similar sizes, regardless of rotation.
  • Slightly increased the volume of the “Lucky Day” special music.
  • Sunflowers will now point out they’re also an oily herb (can be used to make cooking oil) in their herb, plant and planter descriptions.
  • All wall-mounted professional wooden signs can now be crafted without a workbench. Quite often people’s buildings get stuck because they’re waiting for the sign to be crafted - however the player is just waiting for the workbench to be placed in the building. Now signs can all be crafted without needing the workbench and situations like that will be naturally avoided.
  • Additionally, some signs that required refined materials (Weaver, Engineer) will now use other resources, further ensuring no workbench is needed to make a sign.
  • Metal armor will now be “rarer” on merchants; bronze and iron tiers will only appear after the Hearth Upgrade and not all items will always be available when a merchant arrives. Metal weapons will still appear on Tier 1 merchants (but they will also have a chance of not appearing)
  • Some merchants have had their prices adjusted to make early merchants slightly less reliable for acquiring advanced stuff.
  • The “renewal” timer for Berry Bushes, Pear Cacti and Cherry Bushes has been increased to roughly 2~3 days (it was less than a day)
  • Minor tweaks to the functionality of water pumps and sponges to improve them.
  • The combat leash on some enemy spawns (camps, wild spawns, crypts…) has been quite increased, which should result in enemies being able to engage archers now! They got tired of staring contests.

Fixed

  • Fixed a typo with the “Advanced Industry” blacksmith perk.
  • Tentative fix to an issue where sometimes a hearthling with an equipped “Beekeeping hat” would remove the hat but retain the “net” part of it floating around their heads. Please note that this fix is not retro-compatible and will only be applied to new hearthlings or hearthlings that are promoted to new jobs. Existing hearthlings that do not change their jobs will remain “bugged”.
  • Fixed an issue that could be caused because of the lack of healing data on the Dragon Cult Hierophant’s weapons.
  • Fixed some issues with the automatic placement of ladders when mining (particularly when certain town objects used as reference were present but not valid (i.e.: being moved by a hearthling to a different placement position)
  • Fixed an issue with the placement of “Opaque Beer” when served in a Golden Gourd pot.
  • Fixed an issue where bigger crops that have collision (like bushes or trees) were being considered as “light obstacles” and creating shade/reducing sunlight of their own fields. (i.e.: Coffee Plant farms always having low sunlight because of the plants themselves)
  • Removed a bugged/unfinished winter worker outfit from merchants.
  • Fixed an issue where the waterfalls created by water pumps would not “disappear” if you removed or changed the pipes of that particular pump.
  • Fixed some issues with the placement of both water pumps and gearboxes when stacked on each other, which caused their apparent rotation to not match their actual effects.
  • Fixed an issue with water pumps that was not allowing them to go through building walls (even though we changed it a while ago) They should now properly go through buildings!
  • All those changes also apply to the (still unused) gearboxes and axles.
  • There is a small tweak to the AI of getting food from storage as an attempt to prevent or reduce cases of hearthlings “stuttering” back and forth between a certain activity and “getting food”. We don’t think this will completely solve the issue or know if it will help with it at all, so let us know your experience!
  • We told those very impolite ogres and varani that it is not okay to go train with the player’s training dummies and targets. They complained a bit but promised they will stop attacking training stuff and will focus on… Doors, of course. They love doors!

EDIT
Some sneaky updates in the past few days, I’m going to summarize them as version f'

  • Fixed some issues with the Universal Storage system
  • Fixed an issue with iron heavy shields not being properly assigned as Knight equipment
  • Fixed a potential issue with training where an entity could get stuck in a “staring contest” with the dummy if their weapon had incorrect data
  • Fixed an issue where a dragon could get stuck if “growing” while sleeping (improved the transformation of mounted entities)
  • Improved even more the handling of beekeeping hats.
  • Training is now slightly more efficient
  • We’ve added a display for items’ jobs and levels when hovering over them in shop screens and inventory screens, for example. Now you can see who can use (and at what level) some piece of equipment when browsing a shop!
  • Unfortunately the change above doesn’t currently work with the very popular mod “LostEms”. It should work fine once LostEms get updated!
  • Small graphical tweak for the wooden Firewood Shed.

We hope you have fun! :merry:
And please remember to let us know of any issues you might find!

3 Likes

My Clerik interrups treating herself with an antidote for it takes to long for her to actually use it. She prefers then to heal the health damage the poision caused.
In this gif you can see what i mean.
Thanks for any help toward solving this issue.
Healing interrupt

2 Likes

You could maybe try disabling the job (you can use the button on the bottom left of their portrait) to see if that will trigger her to not try to heal herself.

Or just demote her to herbalist really quick then back to Cleric. She’s already level 6 anyway, won’t lose any experience.

1 Like

Thanks. Gonna try that :slight_smile:

1 Like

Great new update :merry:

1 Like

I do not speak English I’m not good at pc sorry

Stonehearth ACE 0.9.5.7f Thank you

Uploading: stonehearth report 20220308.jpg…

sorry again
I do not speak English I’m not good at pc sorry

Stonehearth ACE Thank you

I do not speak English I’m not good at pc sorry

Stonehearth ACE 0.9.5.7F Thank you

Very happy

Hello :merry:

I’ll try to cover these one by one. We managed to sneak another quick update/fix to try to solve these:

  • The first one is unavoidable. Unfortunately it happens because your space is too cramped and the item has nowhere else to go :frowning:
  • Second one I tried improving a bit more, but not sure if it is all fixed yet!
  • Third one is an issue that is part of the base game and happens when you try to stack rotated objects. Unfortunately this can not be fixed :frowning: I recommend only stack objects that look the same from all sides (like crates) or making a “floor” between each level of objects.
  • Fourth one is not an issue. Fire Quiver has priority over Spiky Quiver but the spiky arrows are INCLUDED in the fire Quiver. You have both fire and spiky arrows with the same quiver. Spiky Quiver only has spiky arrows. If you select spiky arrows, like you did, they will use them EVEN with fire quiver.
  • We fixed the dragon issue

That’s it :merry:

Hope you enjoy!

1 Like

Minor “sneaky” updates in the last few days!
Make sure you have version 0.9.5.7.f’ ! (Be wary of ’ after the F)

Here are the notes (also added to the bottom of the patch notes):

  • Fixed some issues with the Universal Storage system
  • Fixed an issue with iron heavy shields not being properly assigned as Knight equipment
  • Fixed a potential issue with training where an entity could get stuck in a “staring contest” with the dummy if their weapon had incorrect data
  • Fixed an issue where a dragon could get stuck if “growing” while sleeping (improved the transformation of mounted entities)
  • Improved even more the handling of beekeeping hats.
2 Likes

Thanks gamers, you’re going gang-busters with the updates. Thanks for continuing to work on this game. What’s the next big project to tackle??

2 Likes

Releasing a bit more of extra fixes/improvements on a sneaky update! :jubilant:

  • Yet more fixes for the storage and catalog
  • Training is now slightly more efficient
  • We’ve added a display for items’ jobs and levels when hovering over them in shop screens and inventory screens, for example. Now you can see who can use (and at what level) some piece of equipment when browsing a shop!
  • Unfortunately the change above doesn’t currently work with the very popular mod “LostEms”. It should work fine once LostEms get updated!
  • Small graphical tweak for the wooden Firewood Shed.

Have fun and a nice beginning of week!

2 Likes

Stonehearth ACE 0.9.5.7g Released!

Hello everyone!
So, we’ve been doing so many sneaky updates in the past few days that I decided to just advance the version number anyway :jubilant:

Was trying not to but oh well… I promise this is the last tiny update for now!
And we’ll go back to working on 0.9.5.8 :merry:

Have fun!

Quickfix 0.9.5.7g

Added

  • We’ve added a small healing bonus to the “Rabbit Hair Shield” (Northern Alliance exclusive) to better match its in-game description.
  • Beds will now provide different levels of warmth (depending on the bed). Essentially, simple beds (thatch) will protect only against chilly weather while comfy beds will protect against cold weather and ornate/marble/porcelain beds will protect against freezing weather. The only exception is the “Stone Comfy Bed” - made with furs, it protects from freezing weather!
  • Additionally, “Herbalist Beds” will now provide a small passive healing as well.
  • (For Modders!) This is actually a change to the “Mount” component, which means it can be used for all sorts of things and both for beds and chairs! There’s a lot that can be done through buffs in ACE, even equipment changes, so anything is possible now (like, I don’t know… pajamas?)

Changed

  • Hearthlings will no longer idle/seat by the fire of “Glory” hearths (one of the possible hearth upgrades) due to their ability to “summon” enemy groups. They can now be properly used for setting up arenas!
  • The Courage and Menace bonuses (or reductions) from the armor weight buffs and the shield weight buffs have been changed to percentages instead of flat values. This should now represent more meaningful changes that reflect the stats of the wearers as well.
  • The “lamp policy” options recently added to lamps and other light sources will no longer be available for Tier 3 town monuments/shrines.
  • Sleeping will now provide resistance from hot and extremely hot weather.

Fixed

  • Fixed a severe performance issue that was unintentionally “added” in the last sneaky update as we tried to test a movement modifier shape for water (an attempt to make hearthlings more likely to avoid it when choosing a path). It was not very successful… We’ve also added a line to retro-remove any added shapes in case someone saved the game after they were added. Sorry about that!
  • Fixed a typo in the description of the Hydrophobic Tonic.
  • Fixed a typo within the dwarven questline.
  • Removed an unnecessary lua event from the game.

That’s it!
Enjoy it and please report any bugs you find! :merry: :heart:

3 Likes

I do not speak English I’m not good at pc sorry
Thank you for your answer

Stonehearth ACE 0.9.5.7g Have fun playing
Two more

Does being indoors affect this?
I don’t like using the ornate beds, is there an alternative? This is kinda forcing us to have to use them

1 Like

Being indoor has always protected from all negative weather effects so it doesn’t matter

this change only affects beds that are placed outside, which provided absolutely no protection whatsoever before, so it’s a positive change in all aspects, there’s literally no forcing or downside to it

Got it, thanks!

1 Like

We considered - perhaps in the future - having a sheltered debuff as well (which would be a minor version of the unsheltered debuff)
So, for example, a “Freezing” weather would apply the “Cold” debuff if inside, and a “Cold” weather the “Chilly” debuff inside. (And chilly weathers would apply no debuffs inside)

That’s because we all know that just having a roof is not enough to fight cold weather - people need heating, etc… And this would value heat sources more - and would never be dangerous or a bad change because they would never be freezing inside, so they would never take damage, would just be a minor nuisance if you provide no heating at all.

When - if - that change ever comes, then beds indoor will matter as well. However since all tier 2 beds protect from the worst interior debuff you could have (cold), then any bed better than the thatch beds would work to keep them warm while sleeping!

2 Likes

I think this is a great way to go about it – it gives meaning to cold weather without making it too punishing, and gives the player a kind of built-in motivational timeline to get “proper” beds (by which I mean 1 per hearthling, not necessarily higher level ones) organised.

Most kingdoms shouldn’t have trouble getting tier 2 beds by their first winter; but in an emergency any bed + brazier combo can be used in a dormitory style setting in order to quickly protect the hearthlings from the cold. So there are multiple options to solve the challenge and it’s not a “whoops you missed a deadline and now have a cascading penalty” situation.

1 Like

Unfortunately there are complications with brazier buffs being given to people in beds: brazier buffs use the aura buff script, which uses the sight sensor to be more performant than doing a large area entity check (and also blocking on walls/terrain), but people in beds are “mounted” and not directly in the world, and for whatever reason are invisible to the sight sensor. Thus the new bed buffs are a way to handle cold weather issues that weren’t able to be addressed by braziers, and there isn’t really any stacking/combo happening. Braziers will still protect them if they sleep on the ground, but it’s hard to control where that happens unless they were just idling by the fire before becoming exhausted.

2 Likes