[ACE] Pre-Release 0.9.5.7h

Here you are

Is it change the build of sequence…?

Yup, looks like it’s all working fine. You can read about the building changes in the patch notes, but basically the resources were separated from the building task for performance and gameplay reasons.

3 Likes

Thanks for reply :jubilant:

1 Like

There were two problem be finded,Not sure it is a bug.
1.If Fighter kill enemy or animal,It will auto loot the item from anther citizen
No Display Loot icon like this
擷取
Setting no set Auto-Harvest Renewable Resiurces on

2.Northern alliance Fighter always kill child animal(wild),Archer can disallow hunter,But anther Fighter can’t be control.So you can see Cleric kill the child Sheep…

1 Like

release-949 (x64)[M]
Uncaught TypeError: Cannot read property ‘reembark_version’ of undefined
TypeError: Cannot read property ‘reembark_version’ of undefined
at http://radiant/stonehearth_ace/ui/game/bulletin/bulletin_dialog/reembarkation_dialog/reembarkation_dialog.js:39:28
at Object. (http://radiant/radiant/js/radiant/object.js:357:19)
at Function.each (http://radiant/radiant/js/external/jquery-2.1.4.min.js:2:2936)
at Object.radiant.each (http://radiant/radiant/js/radiant/object.js:355:15)
at n. (http://radiant/stonehearth_ace/ui/game/bulletin/bulletin_dialog/reembarkation_dialog/reembarkation_dialog.js:19:15)
at _ (http://radiant/stonehearth/ui/root/js/libs/ember-1.8.1.min.js:5:22868)
at n.r [as _updateItems] (http://radiant/stonehearth/ui/root/js/libs/ember-1.8.1.min.js:5:21387)
at w (http://radiant/stonehearth/ui/root/js/libs/ember-1.8.1.min.js:5:23160)
at m (http://radiant/stonehearth/ui/root/js/libs/ember-1.8.1.min.js:4:21029)
at b (http://radiant/stonehearth/ui/root/js/libs/ember-1.8.1.min.js:5:13753)

will…What happen?

Can we get a bit more context?

Did you try to reembark? What were you trying to reembark with? Can you tell/show us the items (and the items equipped by the lings)?

I don’t know how to show the all items,So i update the save data,And How it happened

https://drive.google.com/file/d/1od2L_FpF_y0Ql2n2PGaREs6NjQNVWWtR/view

1 Like

Hello. The herbalist update was amazing.
But in multiplayer, no matter how far away you are, you will travel to take care of other players’ herbs.
Can you help them?

2 Likes

It was planned to be possible on release, but we wanted to release earlier and then “complete” it with additional things - just to get people playing and testing it already - so expect the ability to unlock these soon through incremental patches :jubilant:

2 Likes

PS:
Meanwhile, if you really can’t wait, you can already spawn functional mushroom planters through the Debug Tools :jubilant:

(look for stonehearth_ace:planters:fungi and stonehearth_ace:planters:fungi:wall for them!)

Stonehearth ACE 0.9.5.3 Released!

Ho ho ho! :santa: :jubilant:

Greetings, fellow hearthlings!

Frostfather has arrived with a big bag of goodies and they’re all ready for your colony management pleasures!

Highlights to interesting changes under the hood, lots of tweaks and small quality of life improvements, a more accessible Frostfeast quest and Dwarves! Well… Kinda. It’s a quest - but hey, they hairy little buggers are finally making their first official appearance in ACE!

This is also ACE’s last update this year, but we’re not done with this release yet so expect more after New Year!

We would like to wish you all a wonderful Frostfeast! This has been a complicated year, even a sad year for many of us… And I know it’s not easy to celebrate things this time around. But regardless of where you are or what you believe, maybe this is a good opportunity to prepare ourselves to do more and better next year… :merry: :heart:

So happy holidays and have fun!

PS: We have a few questions that were brought up a lot lately, and resulted in lots of internal conversations and Discord debates on how to best approach or change some things. We would like, however, to learn what YOU think! So if you want to voice your joy or frustrations about some things like herbalist planters, now’s your chance! Follow this link for the form:

Incremental Patch 0.9.5.3

Known Issues

  • There is an UI issue happening when using the mod “What’s Stuck?” that prevents you from clicking the “building view” button (the one that allows you to hide roofs and walls); so if you are experiencing this, either remove the mod or use the hotkey for that button (default: v)

Added

  • A couple of stout yet short fellows might visit your town upon reaching Tier 2 (Hearth Upgrade) and having met certain conditions… Who knows? They might know a thing or two about mushroom herbalist planters…
  • “Large Frostfeast Goat’’ and “Small Frostfeast Goat”, decorations. Two extra sizes for the new Frostfeast decoration added in the last incremental update.
  • “Brewer’s Copper Tumbler” and “Engineer’s Steel Wrench”, tools. Like for other professions, these can now be crafted by the Blacksmith, and will increase the crafting speed and repairing efficiency of their respective crafter.
  • "Delightful Apple Pie”, “Winter Soup”, “Autumn Tart” and “Lamb Tagine”, foods. New and tasty delicacies, some more seasonal than others, offering some new and interesting ingredient combinations!
  • Starting a new game will now log the ACE version upon the moment of creation; this should help with debugging saved games and issues.
  • There’s a new constant that defines the maximum amount of hearthlings on patrol within the same party. The default value is six, so additional soldiers will not be on patrol if part of the same party - and will replace the ones that leave to sleep or eat, for example. This is an attempted solution to fix some wonkiness caused by very big parties, like hearthlings “falling” from the world, getting stuck on collisions, etc…
  • We’ve added some new logic to the crafter AI that allows them to check for their own job as a storage filter when looking for output boxes, known in the game as “Finished Work Shelves”. We’ve changed the filters on these often unused or overlooked containers, and you can now simply choose what crafter will use it! These two things combined allows you to make sure these shelves will always and only be correctly used by the crafters you want, thus making them much more efficient and useful!
  • (For Modders) If you have a custom crafter in your mod, make sure to add it to the stonehearth_ace:ui:output_box:filters so they can also benefit from the change!
  • Added a new functionality that allows you to select an item inside a storage entity by clicking it in the “Contents” tab - similarly to how you can select entities from the “Town Inventory” screen. The “Town Inventory” screen is still preferable when looking for different things, however, since its window won’t be closed when you click something (while clicking something from the storage window itself will close it). Nevertheless, this should make it easier to use a certain consumable that got stashed inside a container, like a Frostfeast recipe or a seed box.
  • You may now find wild honey while foraging and, rarely, whole beehives!
  • We have added support for creating “height layers” on biomes that will contain farming modifiers for humidity and/or sunlight - and the capability of determining a minimum and/or maximum height for farming - and added some tweaks to default biomes in ACE.
  • For the player, what this means is: You’ll now get slightly higher sunlight levels the further up you go on the map - however you’ll also get slightly less humidity. And you also won’t be able to start farms on the water level in the Arctic, because that is now considered salt water.
  • (For Modders) This gives modders the ability to do some cool things, for example, turning off irrigation benefits from salt water levels if your biome has sea or forbidding farms on top of very high, cold peaks.
  • The Northern Alliance templates for the Shepherd’s Barn and Small Animal Shelter were the same for both tiers (Tier 1 and Tier 2). The actual Tier 1 templates have now been added, replacing the existing ones that are now the Tier 2 templates.
  • (For Modders) There’s a new flag for storage containers called allow_default that determines if a certain entity can be used as a default storage. Fueled workbenches and herbalist planters have all been flagged false for this to prevent issues or edge cases where players were buying stuff and the stuff was being placed in those objects.
  • (For Modders) We’ve added a “Stunt tree” mixin, “Evergreen tree” mixin and a “Sapling mixin” that easily allows you to tweak your mod’s trees without having to manually change values.
  • (For Modders) There’s now a new capability for the different crafting/recipe screens: recipes can now have ordinals! This means that if you want certain recipes from the same level to appear in a certain order, now you can! The criteria to define the order will always be, from highest to lowest priority: level, ordinal, alphabetical. Frostfeast presents’ recipes have set ordinals as an example.

Changed

  • We have talked to the Frostfather and told him it is okay to expect children to be nice, but expecting all towns to be super developed hardly seems fair. He understood our request and promised that the Frostfeast Quest will now start on towns that have reached Tier 2 as well (Hearth upgrade) instead of only Tier 3! Some crafting quests might be challenging, though - so be prepared!
  • You can no longer sell Frostfeast presents to merchants for money. Wrapped presents are meant to be given away, not sold! Gosh! :jubilant: For that reason, all presents will now have a value of 0 on traders (So you’re basically giving them a nice present if you do “sell” it!)
  • The “Effort” value is being reduced from 90 seconds to 60 seconds (in-game), effectively returning to a more logical value (1 Effort = 1 minute of work without modifiers). This should make all the crafting in the game somewhat faster, so have fun!
  • The fuel resources will now “pop” out of their containers/workbenches when their usage filters are unselected, making it more efficient to change the fuel used or get resources back.
  • The Building AI has been slightly tweaked to have a lesser priority on stocking the construction site with building materials the more materials are already in. So they should start building sooner now, and not take all the materials at once.
  • After years of service, the bed frames are being retired and will no longer be craftable. They were created back when thatch was way more difficult to obtain (and had almost no uses), having an importance that is not really necessary anymore. We thank them for their service and for the many nights slept on cold stone! They’re still in the game so they shouldn’t cause any issues, but will only appear as loot or in stores. The thatch beds are now the default, Level 1 crafting recipes for beds.
  • The “Cook’s Copper Spoon” blacksmith recipe now requires one Copper Ingot instead of two. The tool’s value has been reduced accordingly.
  • The “Carpenter’s Steel Saw” blacksmith recipe now requires two Steel Ingots instead of one. The tool’s value has been increased accordingly.
  • The “Goblin War” campaign should now take a little longer to start to account for all the changes on game pace caused by ACE.
  • The goblin “Marauder” and “Guard” monsters have been slightly nerfed with a little less health, damage and armor.
  • All Varani have slightly lower chances of inflicting poison when attacking now.
  • Pets will now spawn by your town banner when you reload a game. This is an attempt to fight some issues that caused pets to reappear on rooftops and other bad places when reloading a game!
  • Promoting a Mason to a Potter now requires a Mason of level 2 instead of 4. This change applies to both the Ascendancy and the Northern Alliance.
  • Timber Farms and Orchards have had their crop requirements balanced. From now on, all Timber Farm crops will have no water requirements (staple crops) and Orchard crops will have lower water requirements than before (but higher sunlight ones). The water requirement for trees only influences the first stages of growth, so this should make it less encouraging to make irrigation for them (and just rely on rains, which is what the lower water requirements mean - you don’t have to bother irrigating trees, it won’t make a lot of difference!)
  • Besides that, the overall tolerance to water has been increased for all crops - which means that they will be harder to be affected by excessive water, giving you a somewhat wider margin to work with when irrigating and worrying about rain levels.
  • Ther Herbalist now has a new crafting category, “Clothing & Accessories”. The improved Cleric Tomes and the Beekeeping hats have all been moved to it, making it clearer that only the first tome and the Brewer’s Tumbler are tools.
  • Additionally, the “Herb Planters” category has been renamed “Planters & Pots”.
  • The “Herbalist Planter Pot” now requires only one clay instead of two to be crafted.
  • The “Dried Algae” recipe text has been refined to point out that dried algae are yellow bitter herbs.
  • The efficiency of the “Hamstrung” debuffs (Minor, normal and Major) has been increased - the slowing effect should be slightly more noticeable now.
  • The “Roster Saving” feature was modified to be as client-side as possible, allowing people to save and load rosters when connecting to someone in multiplayer.
  • The “Shepherd’s Corn Crook” will now provide faster crafting for the Shepherd, similarly to other upgraded tools.
  • The Job Change UI will now display the different/alternative promotion talismans as the primary option for the factions that can craft them before. For example, promoting an Herbalist for the Northern Alliance will now show the Bone Staff instead of the regular Herbalist’s Staff.
  • Additionally, other professions that have their tools crafted earlier for different factions now have that information updated on the same UI. For example, promoting a Weaver for the Northern Alliance will now mention that the Spindle can be crafted by the Mason.
  • Changed several instances of items being added to the inventory throughout the game’s code to only add the items if there’s inventory space, thus preventing the player from surpassing the limit anyway. (For example, harvesting traps or trader encounters). Remember that you can change - or remove completely - the limit in the settings menu!
  • The time that returning traders, collectors, explorers and seed traders (Those messages that trade X for Y) wait for a decision or with your rewards has been increased from 6 hours (!!!) to 18 hours. Try to not miss them now!
  • Changed all ACE and vanilla trees and saplings to use our new “Evergreen” and “Sapling” mixins.
  • We’ve added portraits/icons to all the trees in the game that are on budding stage (or above). This means that the trees will now show up in your inventory screen - they already counted as inventory but didn’t show up, creating “ghost” value that was confusing if you ever decided to break the numbers down. Now you’re able to see all the plants you own, including planted trees.
  • Lowered the chances of finding feathers while foraging.
  • Increased the chances of finding seeds while foraging, especially during the autumn and winter.
  • Slightly reduced the drop rate of resources for small animals/critters on trapping fields. Medium and larger game remains unchanged, being now much more efficient.
  • The Hunting AI has been slightly improved.
  • Slightly tweaked (reduced) the frequency, the range and the volume of the noises made by some animals like ducks, oinkers and moomoos.
  • We’ve removed the flag that forces auto-loot of several things in the game, including most critters or animals in the wilds, both from Vanilla and ACE. This is because most of these instances were rather redundant. (looting was already ordered otherwise or the item already belonged to you, so looting wasn’t needed)
  • The “Catfish Tagine” exclusive Rayya’s Children food is now a Cook Level 2 recipe and has been moved to the “Every Day Meals” category. The food itself is not changed, but it was rather underwhelming compared to other foods of the same level.
  • The “Earthly Flavors” buff has been renamed “Earthy Flavors”.
  • The vertical range that archers will survey trying to look for a higher ground to better engage their enemies, something we added on 0.9.5, has been reduced, which should slightly improve the performance hit when large groups of archers are in the game.
  • The amount of fuel that most workbenches can store has been greatly increased, with some of them (that get used a lot, like Cook’s tools) being doubled.
  • We’ve forbidden vertical adjacency to most workbenches in the game, this should help prevent issues where items are stuck on top of them - it also means they can’t be stacked, but it’s ok, we don’t want a pile of cauldrons, anyway!
  • (For Modders) We’ve improved the way the new “Alternate Talismans” are handled by using a table that can be more easily modified. Check out the job descriptions for an example of how it’s done.

Fixed

  • Fixed and improved the tracking of fuel items done by consumer objects (like workbenches that require fuel); this issue caused crafting queues to weirdly stop because they were recognizing wood as an ingredient - however said wood was already being used as fuel.
  • Fixed some issues with reembarking certain items.
  • Fixed an animation issue with the Brewer floating or being badly positioned when using the Brewer’s Kettle. They should now always be on the right spot for using it.
  • Fixed an issue where fruit seeds (the single pear, apple, date, etc…) were identified with the “seed_hard” tag rather than “seed_fruit”.
  • Additionally, the “Edible Nuts” filter on barrels has been renamed “Edible Nut Seeds” to make it clear that it refers to tree seeds and not baskets of nuts. Another filter, “Edible Fruit Seeds” was also added to these containers.
  • Fixed an issue with all the Frostfeast recipes that required pine cones but were specifically requesting the default pine tree cone. They will now accept any pine cone - even Highland Pine cones!
  • Fixed an issue with the different kinds of wine must that were not being properly stored in casks or barrels.
  • Fixed a weird bug that had water entities preventing objects from being placed on walls under their surface level when these walls were located within its overall area. This was probably hardly noticeable and easily dismissed since it had turnarounds, but it is fixed now.
  • Fixed an issue where the “default resource” of kingdoms (for example, the two logs that Ascendancy start with) would not be properly placed in the “Wooden Wagon”, as intended.
  • Fixed an issue with “Auto-Loot” setting that was forcing everything to be auto-looted.
  • Fixed a problem that caused some of the items dropped by Frostfeast presents to require looting/claiming before they’re usable by your townsfolk and part of your inventory. This is not intended, unless you’re opening someone else’s presents!
  • Talking about opening someone else’s presents, we’ve also fixed an issue that allowed herbalists to tend planters from any friendly player… Which literally means that herbalists in multiplayer games were traveling the world tending planters. Sorry! This is now fixed.
  • Fixed a problem with serving pitchers that were throwing an error whenever their drink ended. The error itself was harmless, but annoying. It is now fixed.
  • Fixed a base game issue that prevented certain facilities from being moved ever again if they were the focus of an “upgrade encounter” that didn’t really change them. For example, the celebration for defeating the final challenge of the game would make the monument immovable, since it was not changed (unlike hearth and shrine upgrades)
  • Fixed an issue that allowed the same hearthling to have different positive drink buffs at the same time (for example, “Merry Time”, “Jolly Time” and “Relaxing Time”, all at once)
  • Fixed an issue that caused the “Dragon’s Shield”, Rayya’s Children legendary shield, to not be usable. This issue has been around for a long time, so shame on all of you for never reporting it! Play Rayya more, folks! :jubilant:
  • After a big round of scolding, Northern Alliance soldiers promised they won’t go out there just to slaughter baby animals like baby sheep or baby poyos… They’ll leave the hunting to the archers, as intended.
  • Fixed an issue that still allowed hungry rabbits to eat trees… Please, just stop eating trees! We have woodchucks now!
  • Fixed an issue that was displaying the base game Cook’s Oven (instead of the ACE model) on the crafting recipe for the Ascendancy.
  • Fixed a base game inconsistency: the “Bacon & Eggs” food was missing the ”meat” tag which means that vegetarians have been eating it for years! The miracle of bacon! (Just kidding, the “serving” entity had the tag… but the main dish entity didn’t!)
  • Fixed a localization issue within the Thorulf & Rattley quest that still indicated the wrong item as a requirement for the “Supplies for the journey” step.
  • Fixed an issue that made weapons disappear from all military units when fighting under a harsh weather like blizzards, hailstorms and so on.
  • Fixed an issue with the placement of fixtures on buildings that are on top of designation entities that allow templates (like pastures). This is the issue that prevented, for example, doors from being placed on the ground level when building on a pasture.
  • Fixed the clipping models on the Rayya’s Children chilly worker’s clothing… Again. This time for good! I promise!
  • Fixed a model issue with the “Fisherman Soup” food item.
  • Fixed a nil issue within the combat service.
  • Fixed a ‘nil’ issue within the inventory when taking/using gold coins.
  • Fixed an issue with animals sleeping when being required to follow the shepherd.
  • Fixed an issue that caused animals to reappear by the town banner when loading back into a multiplayer game. Animals will now reappear within their pastures, as expected.
  • Removed some incorrect tags from nut and fruit tree seeds.

The download link for the non-steam version will also be update, as always! :jubilant: We hope you’ll enjoy this version, the new quests and have a lot of fun over the holidays with our favorite comfy game :merry: :heart:
Remember to please answer our form/poll when you have the time and report all issues you find!

Have a wonderful Frostfeast and stay warm :jubilant: :heart:

9 Likes
  • Fixed an issue with “Auto-Loot” setting that was forcing everything to be auto-looted.

Thanks to fix!
I am troubled by this problem.Now I can hunt enemies without worrying

3 Likes

Great my friend and i are happy for this update and i find it cool that you guys still update ACE with fun stuff. Keep it up!!!

tThough i could be great if you would decrease the waiting time of fermenting stuff…
It feels pretty long for it to ferment twice so i can get vinegar.

2 Likes

Okay. I have 45 hours on steam. I love the game. I love ace. I really benefit from the work. I am having a REALLY hard time with vinegar. I need 5 heavy bandages to get my banner bonus and all that quest. I have level 6 for every crafter except the brewer, the engineer and the geomancer. In game if you show me what I need to make some-- then i can make it. However the brewer implementation does not make much sense to me. Please help. I would like you to make vinegar different. Like 3 apples and 1 green pop thingy and a crafting bench and out comes one vinegar just like everything else. Please help. I have a fully equipped knight with silver armor, I have a level 3 engineer. but this is hard. Vinegar.

If you are able to make any of the fermented drinks, then making vinegar should be just as simple.

The brewer works by transforming items they craft (Unfermented Mead, Wine Must, Wort…) into other things by a simple and mostly automatic process. All you need to do is plop down one of their fermenting vessels (the Wine Cask for wines, the Carboy for Mead or the Vat for Beer), click it and choose what you want to make. Any of these will work for vinegar - make a drink then turn it into vinegar through the same process :merry:
We’ve made it simpler by adding an “unfermented vinegar” item to the crafting menu so now players can actually find vinegar when searching the crafting menu - and the item’s description will explain the rest! It’s just a matter of getting used to - alternative/unique ways of acquiring things is common in the game, not “everything else” is just “plop” in a crafting bench like you say - farmers don’t craft vegetables, trappers don’t craft meat and pelts, shepherds don’t craft animals… all of them have their unique ways of producing resources that players had to learn at some point, so this is just a nother new thing to learn :jubilant: just like you click a field to choose the crop, all you have to do is click a barrel to choose the drink!

But if that still feels complicated, you can make it easier by buying the Vinegar. Food merchants will usually have it, so just call some merchants using Trading Stalls and it should be fine!

Hey everyone! :jubilant:

Just a quick update to address some slightly more serious problems before the wait for the next incremental patch/New Year’s celebrations and all that…

Quickfix 0.9.5.3b

  • Fixed an issue where water bodies (like whole lakes) could be “Destroyed” with the Eraser tool.
  • Fixed an issue that caused crafters to queue ingredients that couldn’t really be crafted yet (i.e: Blacksmith queuing bulk iron ingots without having an enhanced furnace)
  • Tweaked and improved the eating & drinking logic a bit.
  • Added an extra ‘nil’ check when destroying town default storage entity listeners.
  • Fixed a multiplayer issue with towns not returning suspended animals properly.
  • Fixed an issue where Foraging Spots could be created inside terrain.
  • Fixed an issue with enemies attacking Training Dummies. They could use the training but probably not while invading the player!

Stay safe, stay warm and have a good New Year’s Eve!
Let us all hope the next year will be good for everyone :heart: :sparkles:

13 Likes

Well you over estimate not only my intelligence lol but also the amount of times vinegar is offered for sale. I have two trader stalls and refresh everytime they come off cool down and haven’t seen the vinegar in 15 hours of game time. Vinegar features in the 3 most recent comments as I see it on this forum. Looks like maybe a tweak could be in order or at least more tutorial or crafting clues in the menus. Pretty please. Maybe buff the amount offering frequency from traders.

2 Likes

And I should really say that i could go on for hours about all the things that I intuitively pick up on and love and the magic that ive seen. But people log in often to talk about problems. Being a developer is often a thankless job. I’ve seen it a million times on Skyrim modding. Thank you for the hard work and Happy New Year. I don’t mean to be a downer.

4 Likes

I did not expect another patch, you have patched bugs I have not even encountered yet! Absolutely amazing job once again

1 Like

user removed comments