[ACE] Pre-Release 0.9.5.7h

I can’t reembark at all since the .1 update. :frowning: Anyone having the same issue?

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Hey there, I’m trying to reproduce this error but so far I fail to do so…
You mean the button that hides them (so you can see inside) or the button that removes them in the builder (the Hole Tool)? Either seem to be working fine for me.

There is a chance you’re using a building template (or build something yourself) that doesn’t have the blocks correctly set as roof/walls, and when you try to “hide” them, they won’t disappear. If you build with the Block Tool, remember to click the blocks and set them as “Roof”, otherwise they will always show, even when you try to hide roofs.

Going to try it now, stand by

Edit:
Hmmmm… I managed to reembark without issues.
Could you please detail more what is not working? Is it the leaving town part that is not working? Or is it when you try to start a new, reembarked town? Do you get any errors? (if so, please paste them here!)
Are you using any mods, or mods that tweak reembarking somehow?

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Hi Dani, thanks for the reply.Its the button to see inside. Its a completely new game and was trying to build my first building. The button not working at all everything else is fine. The button doesn’t work at all. There isn’t even a pop up dialogue when you hover over button.

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Hmmm this is weird, could be an UI issue though.
Try pressing F5 to refresh your UI, and see if it works

Also, are you using mods other than ACE? Which ones?

Dani, the only mods I have are just templates from Steam workshop, none of them change gameplay I think. The error is when I try to actually leave the current town to make a new one. Here is a screenshot.

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Ahhh, I see!
That’s why I didn’t get it - it’s a specific error being caused by a certain entity…
We’ll probably do a small “ghost patch” later today to fix a small issue here and there - and then update the patch notes - so thank you for the report!

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Does that mean I could re-embark if I didn’t include something I’m trying to include?

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Correct.
It’s hard to know what, however, because it can be either a hearthling itself or one piece of equipment they’re wearing.

What is going on is that we’ve added a system that allows reembarked items to carry over customizable information (like custom names you can give to weapons, or titles, etc…) and one of the things that you’re trying to reembark with is being detected as having custom information but does not actually have the unit_info component, it seems.

(Difficult to know what, though :forlorn: )

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One of my hearthlings was a cleric with a steel desert headdress and an ornate tome of healing, I changed her to a blacksmith and re-embarking works. I think it’s the tome.

Edit: I kept everything else the same!

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Thanks :merry:
We’ll take a look!

She also had a large healing potion equipped.

Thanks for the help!

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Hello, I also found that shooting arrows at a wild boar to hunt it as northern alliance crashes the game to desktop. Thank you.

Edit: Actually it is when the arrow hits the boar that it crashes.

Thank you very much to the entire ACE team for everything you do for us players. Without you, Stonehearth would have fallen into oblivion. Thank you for making vinegar easier. Have a great day and once again thank you. :blush:

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Huh!

Going to try to reproduce - we had a similar issue a few days ago (someone was crashing when killing bunnies) but never managed to find out what was wrong/reproduce…

Any other mods or any information that could be useful? Does it happen to other animals if you try to shoot them instead?

Sorry, I played further in the game (just didn’t hunt any). I noticed it only crashed to desktop when I got the notification about wild game being spotted. If I didn’t get that notification, and the archers hunted something, it was fine. It crashed on both a wild boar and a raccoon, but not on a squirrel or caribou (I got the notification for the first two and not the last two). No mods. It crashes when the arrow hits, specifically.

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Stonehearth ACE 0.9.5.2 Released!

Greetings again, fellow hearthlings! :merry:

We’re here with a hotfix this time, just polishing/fixing some… severe things that have appeared with the last incremental patch, and hopefully leaving the game on a better and much more stable state so we can continue working on patches for this update!

So not much added (although there are some cool new stuff!), mostly key fixes and changes!

Hotfix 0.9.5.2

Known Issues

  • There’s a crash that sometimes happens when hunting with a Northern Alliance archer. We don’t quite know what causes it yet - and it rarely happens - but be careful if hunting! Save often!

Added

  • “Frostfeast Candlestick”, decoration. Fancy candle made by the Blacksmith.
  • “Frostfeast Candle-Holder”, decoration. An even fancier candle-holder that has 5 candles. Perfect for windows.
  • “Frostfeast Goat”, decoration. Traditional goat made of thatch and decorated with red ribbons.
  • Added all these recipes to the Frostfeast recipe pool.
  • “Frostfeast Circlet of Light”, cleric armor. A silver circlet with six candles on it, lighting your way through the long winter!
  • All of these have had their recipes added to the Frostfeast quest and are also possible loot for the Frostfeast presents.
  • The “Vitality” town bonus appeal multiplier for plants will now work for herbalist planters as well.
  • (For modders) Added support for defining if a “command” should have a visible button on the Citizen screen. Default is true (a button will be created), but the “Place Fish Trap” is set to ´false´ as an example.
  • (Steam Workshop) Added the Game System tag to the mod, as suggested.

Changed

  • You can now get extra recipes per assignment when doing the Frostfeast quest. Text has also been altered to reflect that change.
  • Trees that are on the “Budding” stage can now be stunted as well (thus never growing into a small tree). That stage is rather useless resource-wise, so the purpose of this change is purely to give extra gardening/decoration options for you landscapers! (Editor’s note: Budding trees are quite cute indeed)
  • Herbalist planters do not support vertical adjacency anymore, so no more planting even more plants (and floating ones!) on top of them! :stuck_out_tongue:
  • Improved the promotion-related UI to better show its information (regarding having or not a talisman and showing as possible or not possible)

Fixed

  • Fixed another reembarkation issue that caused an error when you tried to reembark a citizen that was carrying an item without unit_info like an equippable potion.
  • Fixed an issue that was preventing certain hotkeys (like the Toggle UI) from working due to the previous change that fixed the Daily Updates. Oops!
  • Fixed an issue implemented in the last version that caused many game master “Script” nodes to not properly trigger their out edges (for example, Friendly Strangers arriving but not talking)
  • Fixed the adding of items being carried (like food and drink servings) to the basic item tracker when not in the inventory.
  • Fixed an issue with the “Toggle Hunting” button on Northern Alliance archers that wasn’t being respected by the AI.
  • Fixed an issue with purchased pets not being placed in the world. We’re sorry for all the poyos and squirrels lost to the dark tentacles of the void, and hope that Gary accepted these as extra sacrifices for his cosmic scheming.
  • Added some nil checks to attempt fixing certain issues with the building system and town inventory.

The download link for the non-steam version will be updated shortly! :jubilant: Have fun, have a nice weekend and we hope you keep enjoying ACE :merry: :heart:

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Thanks Dani I appreciate you!!

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You guys are awesome!! Thank you all again many times over for all your hard work for this fantastic game that you’ve made even better!! HUGS!!!

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Will,The build problem still not fix… :forlorn:

Always take the build of resources stop it…

Can you select the building in building mode and see how many resources it requires and whether those resources are reducing that total?

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