[ACE] Pre-Release 0.9.5.7h

Yes, I have a full-level trapper, also a lot of skins and leather reels; simply both the herbalist and the weaver do not make recipes that have leather as one of their materials :cry:
:star2: Upgrade:
After starting a new game, the only thing I noticed was that when I tried for the first time to do the cleric’s tome I got the following error; to which I responded by saving first (they know better to be safe than sorry) and then click on reload UI …
And for some reason, everything works again, anyway thanks to those who gave me their advice :smiley:

I think no one to replay this bug or no one continue play this game…
Shepherd,Farmer and Trapper not wear Straw hat in summer…

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Some jobs that already have a head piece on as their outfit will not need to wear a hat for the Summer.

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What Finder says is true
Any hat or head equipment protects them from heat strokes
So professions that already have hats (Farmers, shepherds, trappers, weavers, knights, etc…) are protected by default

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Does anybody else make a point of buying the outfits (hats, worker outfits, combat cloaks, etc.) of the other cultures (available from traders) to mix up your Lings’ looks?

As an aside I’d love to get the odd new Ling that is from another culture and/or with established skills, inventory, etc., rather than just blank slates.

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Whoah, it’s pretty crazy reading through all the changes. I may have to try picking up the game again :slight_smile:

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I finally got the MASSIVE to load up a new game Single player, but on the first day of embarkation the game freezes. the computer is almost too hot to touch, and I can’t even respond when the fox shows up to offer me a banner. I can’t save and back out of the game. I check task manager and its chugging along at 2544Mbps and then it crashes. If in all this “new stuff” listed, is there anything like optimization and reduction in the size my computers memory, graphics card and motherboard have to be? I think whatever happens, I won’t be able to play this game altho I loved it from the start, its not playable. Even getting it to start a new game takes an hour. I got rid of all other mods and assets from Steam workshop, and its only playing the MASSIVE thing.

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Could you please tell us your hardware?

The name “massive” refers mostly to the amount of changes but it’s not supposed to act like that :jubilant:
That sounds like something else might be going on

If you can max out fan speeds on your laptop
And reduce graphical settings

Hi. Just wanted to check in if development continues on 1.0, and if so, when is it expected to be released?

I really like this mod.

I did have an issue where I did not get any attacks on “hard” difficulty (quite some time back when I played this).

Am planning to play it again. Will get back if that issue comes up again.

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I really wish I didn’t take the stillbirth of this game as personally as I did. I wanted to contribute to ACE and keep my Miner mod alive… but either the wound is too deep or I’m too big of a bitch. It just feels like a kick in the teeth every time I tried to touch the game.

Sorry about the rant. All this is to say that I appreciate the hell out of you guys keeping the thing going as you are. Like a true jilted lover, I may say these things, but hardly a week goes by without me thinking of this game in some way or another. Sigh

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Great game! I really feel for my hearthlings.

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Ditto here. I love everything that has been done with ACE. Any news on what’s happening?? Can’t wait to see what you’re cooking up next.

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Stonehearth ACE 0.9.5.5 Released!

Greetin… Oh, I mean.

MERRY FROSTFEAST! :sparkles: :christmas_tree: :gift: :champagne: :beers: :jubilant:
It is with great pleasure that I’m here to finally, FINALLY bring you all the new release of ACE!

The idea for this update was to be a “short” update right after the last version, with fixes and tweaks to the new herbs and herbalism system that we changed a year ago… All based on the feedback of that survey we conducted!
Well… Turns out that it got a bit more complicated than this :glum:
For many of us this has been a rough year, and lots of things have happened since the last update. We’re not here to give excuses, however :merry: we just wanted to apologize for this huge delay. We really wanted to have this ready much, much sooner (I’m talking… 10 months sooner) but across personal, professional, health and family issues, this year has been a handful! :forlorn:

But we can all rejoice now, and hope for a better next year, better ourselves and… Dwarves? They’re just around the corner! :jubilant: (it’s a big corner, though)

So please accept our apologies and be ready to read these huge changes that we’ve been cooking for an entire year! :merry:
And if that’s not enough, fear not - we unfortunately had to “rush” things a little to manage to get a christmas release… So there are still some goodies to be pumped out in the coming days! Stay tuned! :jubilant: :sparkles:

We really wish you all a wonderful Frostfeast, thank you for the love and support and hope you’ll all have fun with this new version (and please report issues and bugs to our Discord!) :jubilant: :heart: Stay warm!

With all that out of the way…
Here are the notes!

Incremental Patch 0.9.5.5

Frostfeast

  • It’s that time of the year again! Frostfeast has been re-activated! The presents are craftable again and the quest is up again!

Herbalism Changes

  • With this update we aim to improve and refine the lastly implemented herbalism system after analyzing all the good criticism and feedback we’ve received through our media channels and the poll we’ve hosted! So get ready for some big changes a year in the making!
  • First and foremost, seeds are GONE! Yes, that is right - herb seeds are mostly gone from the game. They won’t drop as loot, they won’t be sold, they won’t be crafted.
  • Instead, planting herbs now works very similarly to how farming works: your town either knows or not how to plant a certain herb and if the knowledge is there, you can plant as many planters as you want.
  • To learn new crop types, however, there’s a whole new mechanic:
  • Exploration Garden, tool. The herbalist is able to utilize this to find new seeds. Finding seeds is a process that requires them to plant and study many wild seeds over time. You can focus on native seeds (based on the biome) or exotic seeds (outside from your biome) but through this system you can find any seeds in the game (except special cases like Hearthbud)
  • The types of herbs have also been completely redesigned and now have a much more generic approach that basically aims to achieve two objectives: make it easier for modders to create or define their herbs without being restricted by design directing requirements like colors and making the system overall simpler and more adaptable.
  • Herbs are now not defined by colors anymore, which by itself is already an improvement in terms of design restrictions and provides better accessibility for colorblind players.
  • Herbs will still retain their color tags, however, which might be useful for modders to create things like dyes, etc…
  • They’re also rarely used in some recipes where they’re preferred for their color, like the Frostfeast tables or Cleric Tomes.
  • Herbs (by color) have been reorganized in a new filter category, “Dyes”.
  • The “Aromatic” or “Bitter” groups have been removed.
  • In place of the old paradigm of 6 colors times 2 factors (for a total of 12 possible herb types) we now have a much simpler paradigm of 8 types, being 6 of them relevant for herbalism and 2 of them relevant for cooking & brewing.
  • The herbalism types are: healing herbs, soothing herbs, noxious herbs, mild herbs, robust herbs and peculiar herbs.
  • The cooking & brewing types are: zesty herbs and pungent herbs.
  • Healing, soothing and noxious herbs act as an “effect ingredient” (they’re usually related to what is being crafted) while mild, robust and peculiar herbs act as a “filler ingredient”, representing three tiers of crafts.
  • A herb can - but not always will - have two types. However, they’re always a combination of a herbalism and a cooking & brewing type. For example, a herb can be just a “soothing herb” or it can be a “healing and zesty herb”. The obvious examples are all the previous seasoning herbs (Parsley, Sage, Dill and Chives) that now have two types.
  • All the existing herbs in the game have been rebalanced to be part of this new paradigm - with all types being available on all biomes on varying degrees of rarity. This should, however, make it much easier to obtain all the possible ingredients without relying on luck.
  • Also because of the new herb discovery system, the experience for planting, tending and harvesting planters has been reduced.
  • Finally and also because of the easier way to obtain and plant herbs, Planters have been reverted to their original output values… So small planters will only yield two herbs and large ones will yield four.
  • As a substitute for the previous types and as a new, interesting variation for recipes and ingredients, most tonics have had their recipes reworked to utilize cool and diverse ingredients other than just herbs. You’ll notice a much more streamlined pattern in their recipes.
  • Due to the recipe changes, however, their prices have all been updated as well.
  • Small and Large herbalist planters are now both level 2 crafts, so you can get a prettier garden started earlier.
  • Simple Fertilizer is now a level 2 craft as well, due to it being needed for the exploration garden recipe.
  • The descriptions for all herbs (and other items that you can have on planters) have been updated with the new types, better colors and a slight highlight for useful resources that are not herbs, like leeches, fiber, etc…
  • Although Herbalist Beds are still the best option due to their healing bonuses and preference, we’ve added the possibility for any bed to be set as a “Medical Patient Bed”, which should give you some control over bed availability and medication proximity in the early game.
  • There are now new customizable factors and constants of healing items that will slightly tweak their priority filtering when a hearthling chooses which medicine to use. This means that the usage of medications should be more intelligent, with items that do not have a treatment cooldown being used first (like things that remove infections or poison), for example.
  • The crafting time for most healing items has been reduced.
  • All the healing items and potions have been rearranged to follow a more logical order in the crafting menu.
  • The basic Rank 1 (Low severity) wounds are not removable by “Any treatment” anymore. That property used to make them rather irrelevant and was conceived before they were able to heal over time. The worst consequence of this is that it passed unnoticed to many players, which resulted in some of them not being aware of the wound system until worse wounds appeared, removing their “tutorial” capability. Since they’re the simplest wounds that one can have and heal over time, they now require specific treatment as any other wounds, and should fulfill a better role in educating players about the wounds & their treatments.
  • Simple Ointment, healing item. This new item arrives as a “general use” substitute to the removal of the effect mentioned above. Simple ointments are very inefficient in treating wounds, however they are able to treat most low severity wounds at once.
  • Small, Large and Strong Anti-Poison Potions, equippable consumables. There are now proper antidotes for combatants. A lot of people got confused by the anti-toxin potions, thinking they were antidotes - we’ve changed them a bit to address this, and added proper antidotes.
  • All the references and mentions of “Toxins” have been refined to point out the differences between them (short duration, negative effects) and “Poisons” (long duration, reduces health); “Anti-toxin Potions” have been renamed “Cleansing Potions”; Their colors and the colors of the icons for toxins has been changed and the descriptions of all of them will be clearer.
  • Potion of Last Stand, consumable. This new potion will give your hearthlings a chance to shine the brightest before they get knocked down in combat: it greatly improves their combat prowess but causes them to faint once the effect expires. They are used when they’re down to 15% health.
  • Tonics have been severely changed. Every tonic will now result in an “Expiration Effect” after they run their course. Expiration Effects will generally be related to the tonic’s effect itself - for example, the Hydrophobic Tonic’s expiration effect will cause hearthlings to feel thirsty faster; the Energy Tonic’s expiration effect will cause hearthlings to get slower, etc. When under the effect of a certain Expiration Effect, a hearthling can not acquire the tonic’s effect. For example, after drinking a Stamina Tonic you must wait until the expiration effect runs out before being able to utilize the Stamina Tonic again.
  • The idea is to go from the current paradigm, where tonics feel like a “Toggle switch” that you need to keep a steady flow of and use them on cooldown (but with no simple or intuitive way of doing so), which makes them feel more like a boring chore/repetitive task - to a more interesting paradigm driven by player choices: the idea is that now Tonics are not necessarily something you have to keep activating on cooldown but rather something that you choose to use on specific times, when you really need that specific effect, knowing that you’ll face a minor setback afterwards. We want them to feel more like a trade-off, or a circumstantial “card under the sleeve” that you may call upon when needed instead of a resource devoid of value that you just repeatedly consume without much thought!
  • Some tonics have Side Effects instead of Expiration Effects. These will come with the tonic’s effects and are meant to allow certain tonics to be used one after the other when needed - for example, tonics for fighting off warm or cold weather. These make more sense when used in sequence so they have Side Effects to be used on cooldown like before.
  • Tonic recipes have been altered to inform the player of these new properties.
  • You can see which bonuses, side effects and expiration effects are applied by a tonic on their recipes now, similarly to how food items or equipment show their own buffs.
  • Tended planters will receive a buff that makes hearthlings around them get happy thoughts!

Pottery Changes

  • Potter’s Molding Bench, workbench. This new and simple potter’s table holds many molds that they can use. This is now the workbench responsible for making clay bricks, which means the potter is now able to create simple mud bricks without using fuel.
  • Molded Clay, refined resource. An intermediate product created on the molding bench with clay. This resource is utilized for craftables that will require burning and are not exactly pottery (pots, or anything made on a potter’s wheel) - for example: windows, doors, tables…
  • Unfired Pottery, refined resource. This other intermediate product is now required (instead of simply clay) for some of the Potter’s crafts that should be modelled on the potter’s wheel prior to being fired on a kiln. Instead of having an unique unfired version of each item, we’ve opted for a “currency” resource that can be generally used to any of those crafts. This slight increase on the Potter’s work should compensate for their extra valuable goods - especially now that a single clay can actually provide two Unfired Potteries.
  • Unfired Porcelain, refined resource. The same thing as the resource described above, but specifically for porcelain crafts.
  • Molded Porcelain, refined resource. Once more the porcelain equivalent of the “Molded Clay” item described above.
  • While it might sound like it’s more complicated, the above changes are aimed to actually bring a lot of benefits and improvements to the potter. The first benefit is that it will reduce the usage of clay as a whole, since the recipes will end up using fractions of the previous amounts of clay due to a single mound becoming more than one ingredient.
  • Another benefit is that it helps with early/low level potter experience gain, something that was complicated for some people playing factions other than Rayya.
  • It’s cute and looks nice! And makes a lot of sense to use molds when working with clay.
  • Finally, it increases the financial value of all the clay items since they’ll use less materials, thus reinforcing the potter’s position as the “profitable” basic crafter.
  • Fire Bricks, refined resource. This new brick is a special, glazed construction piece that can be used for advanced fire workbenches. It requires Blacksmith’s coke to be crafted.

Weather Changes

  • There’s a new gameplay setting (under ACE settings) that allows you to disable the rendering of weather camera effects (Rain, snow, etc.). This might help with performance on highly developed towns or lower-end hardware. Make sure to always keep an eye on the current weather, however, as this will simply remove the visual effect. All the gameplay features, bonuses and penalties from each weather remain the same.
  • A new functionality has been added to the weather_state service that allows modders to customize the period/time of day for the application of weather buffs. This gives modders using ACE (and ACE itself) the potential to change the game weathers to be a lot more dynamic and interesting. Some changes we’ve performed as examples for modders:
  • All the warm sunny days will now only inflict the warm weather debuffs during the day and not during the night.
  • Extremely hot weather days will now not cause “Sunstroke” debuff during the night, even though it will still be warm. Kind weird to cause a sunstroke without a, well, sun :jubilant:
  • Certain cold weather days will have even colder temperatures at night. For example, “Freezing Rain” - that usually causes the “Chilly Weather” debuff, will actually inflict a “Cold Weather” debuff during the night.
  • The “Early Snow” and “Late Snow” weathers have been swapped around a bit. The “Late Snow” weather will now only inflict “Chilly Weather” debuff while the “Early Snow” one will be able to inflict “Cold Weather” debuff - but only during the night!
  • “Whiteout” days will now only inflict “Cold Weather” debuffs throughout the day. They will only inflict “Freezing Weather” during the whiteout storm itself.
  • All weather descriptions have been updated to inform the player of different effects throughout the day.
  • Tweaked some values of sunlight on different terrain heights that were causing sunlight levels to be too great for crops - even for normal weathers.
  • Edited and tweaked a couple of warm weather ambient soundscapes that were incredibly irritating (deep, monotone and long lasting chirping)
  • Slightly reduced the amount of Whiteout weather days in the Arctic biome.
  • Fixed an issue that caused the effects of Whiteout weather to persist to all the days after the initial event if you happened to save and load a game during a whiteout.
  • Fixed an issue where hearthlings with very good protection against cold weather (Very Bundled - or “Freezing protection”) were actually getting no protection from freezing water. They should now get the best protection from freezing water.

Water & Fluid Control Changes

  • Water has been highly reworked and while the way it works remains roughly the same, there are a lot of beneficial changes.
  • We have directly integrated the water_processor service into the hydrology service, which reduces the moving around of information when working with water.
  • The wet_stone component that is part of the base game has been worked into the water_sponge component from ACE, which is more versatile and lighter than the base game mechanic used for “Wet Stones“ and “Dry Stones”
  • The water_sponge component output will now automatically generate a waterfall as necessary, making pump pipes that end in midair (for example) look much better.
  • Greatly reduced unnecessary water remoting to clients via saved_variables updates that resulted in flickering water levels for closed systems. Closed systems should now be very lightweight for the game in terms of processing (a closed system being any water entity in a cycle that has no net change throughout time; for example, an enclosed area with a Wet Stone and a Dry Stone keeping the water levels constant)
  • Overall, these changes should actually result in somewhat better performance when dealing with water in the game. There are still more improvements that can be done, so keep an eye and let us know of your experience with these changes!
  • Fixed an issue that caused landmarks that spawned intersecting water bodies to have weird/floating bits of water entities on them if any of their blocks was “Empty” (null); empty landmark blocks will now remove any water from them when a landmark is placed, naturally or through a geomancer.
  • Improved the icons for the “Water Gate”, “Water Pump” and “Greater Water Gate” mechanisms.
  • Improved the visuals of the commands on these water mechanisms as well, now with less confusing images!
  • Also improved the model for the “Water Pump” and slightly reduced the size of the water pipes so they will not bleed/clip through terrain when placed underground.
  • Water pumps now have no collision on the middle parts of their pipes. This means that they can be extended through terrain or buildings, as long as the end part (the opening of the pipe) is on an empty block.
  • Fixed an issue with the water pumps that were still able to be moved with a pipe extended/water gate opened.

Added

  • Rejoice! A very wanted feature is here! There are now buttons that allow the player to choose at which point of a longer transformation process they want a certain object to be harvested. For example, you can now choose which cheese you want to produce and while all cheese will undergo the same procedure, the Shepherd will be automatically called for harvesting whenever the cheese reaches the intended level.
  • There are some new music pieces added to the game, many of which are original pieces made for the game by Raj Mann but never really used (and some are entirely new, copyright-free music!). Mostly they’re weather based, something we also introduced in this update, a system for weather-based soundtracks. Get ready for new rain, snow or lucky day themes!
  • The ground rumbles! The hearthlands are now the hunting grounds of a new and dangerous faction of foes… Get your antidotes ready and be prepared to face the Undergrowth!
  • The two most consumed (and arguably loved) beverages in the world are now part of Stonehearth ACE: Tea and Coffee!
  • “But Tea was already added by ACE!”, you say. Well, kind of! Turns out it is only a real tea if made from a particular herb called Camellia sinensis or, more popularly, the tea plant, bush or shrub. The tea present in ACE until now was herbal tea - or tisane - and it’s not considered a “true tea” by tea enthusiasts. Well, no more! We now have tea shrubs and special, ancient methods of drying and preparing your fancy tea! (You may stop the death threats now :forlorn: )
  • As any other bush, Tea Shrubs can be planted standalone or through a Bush Farm field.
  • No kingdom starts the game with the Tea Shrub knowledge but all kingdoms can craft seeds for it if you have rare camellia flowers. These herbs can be rarely found when foraging, sometimes picked when harvesting a tea shrub and more often than not obtained through a new special barter merchant (similarly to the Autonomous Cricket Golems that the “Explorer” offers)
  • Drying Bed, workbench. A new tool to be used by the Brewer for their complex and interesting production chains and specialty crafts!
  • Tea Shrubs will provide you with fresh tea leaves that can then be steamed by the Brewer and placed on the brand new “Drying Bed” tool. Over time the leaves will turn green and then black and you may harvest them on either stage for green or black tea.
  • Green and black tea leaves can then be ground on a Cook’s Mill and used in brewing recipes.
  • Coffee Plants have also been added and are only known by default to the Rayya’s Children farmers. Some of the plants might spawn on the desert and even on the temperate forest biome, although rarely. Seeds can be found when foraging on both biomes.
  • Coffee Plants will yield Baskets of Coffee Cherries which can be eaten for a meager food supply or sorted by a Brewer.
  • Sorted Coffee Cherries can be placed on the “Drying Bed” tool where they’ll slowly turn into dried cherries. At this stage the Brewer will rake them and remove the dead pulps, providing you with sacks of Green Coffee Beans. The green beans can then be roasted with a Cook’s Oven and ground on a Cook’s Mill, becoming Ground Roasted Coffee - which can then be used to brew the beloved and holy beverage, finally!
  • Hey, did you know that a lot of effort and work is put into the production of coffee? And even today there’s a lot of work exploitation in this sector? So next time you go shopping, maybe consider supporting your local producers or looking for “Fair Trade” labels :merry:
  • Some inspiration and even one modified model (the beautiful coffee pot!) have been graciously shared by Wouter, creator of the “Jewel of the Orient” mod from where they came from. Thank you very much!
  • For other kingdoms or when outside of the Desert, Coffee Plant farming seeds can only be obtained through the “Seeds from a distant land” trader or through the new, special barter merchant that may appear sometimes (the one that brings tea shrub seeds as well) - but you’ll also be able to find regular single bush seeds or baskets of coffee cherries on other traders’ stocks.
  • Coffee, Bold Coffee, Lavish Coffee & White Coffee, drinks.
  • Green Tea, Black Tea, drinks.
  • Hearthlings are now able to automatically build ladders to assist them when mining. This is particularly efficient for digging up - like ceilings for halls and such - or for making deep holes or large sections without worrying about floating blocks remaining! While it should work for 99% of the mining zones we could come up with during testing (and believe me, we tested a lot of weird zones!), it might still, perhaps, require a little bump/physical incentive to get some parts running, or affect performance a bit. This is an experimental change and we’d love to hear how it feels and what did you think of it!
  • Another interesting new feature is the addition of a “Building snap grid” that can be used when placing a building template! Just hold SHIFT and your template shall snap to an imaginary grid where each tile is 16x16 in the game world (by default). This value can be tweaked on the ACE settings. A practical property/use of this new feature is that you can now create modular templates that fit perfectly, as if the game was a grid-based city builder!
  • When performing certain transformations that use ACE’s “Transform Component”, hearthlings will now display specific status messages instead of the generic “transforming…”. For example, Herbalists will display their status as “capturing bees” when interacting with bee nests and Brewers will display their status as “filling Fermentation Vat” when putting some wort to ferment.
  • There are now some new titles to be earned and discovered! This includes a series of titles for a hearthling’s total job level. Can you get the legendary “91 job levels” title? (That’s Level 6 on 18 Jobs!)
  • Daisy Flower Starter & Highland Vine Starter, plants. Because of the removal of herb seeds, these were added as iconic versions of the Daisy flowers and Highland Vines since they can’t be moved and have no iconic versions when fully grown.
  • Garlic, crop. Garlic is available on all biomes except the desert and must be tamed before it is cultivated. Garlic is a low yield savory vegetable but can also be used on some new crafts. Rayya’s Children have knowledge of garlic from the start.
  • Barley, Millet & Rye, crops. These new types of grain crops are very similar to the existing grain crops in the game - especially Wheat - but with an unique perk each. Barley grows faster but is slightly less efficient. Millet grows the fastest but is half as efficient - it does, however, provide fiber as well. Rye is the slowest of them but has no preferred season.
  • Each one of the new grain crops is now associated with a kingdom, which means all kingdoms will now have access to at least one grain crop - unlocking their ability to make ale, beer, bread and other baked stuffs.
  • Brick Oven & Metal Cooking Pot, workbenches. Advanced variants of the default Cook’s tools, required for the best recipes and providing a new and interesting synergy with the Potter - this might not be our last usage of the new fire bricks :slight_smile:
  • Leavening Table, workbench. Not really a crafting bench, but a new station utilized by the Cook to let doughs rise before using them.
  • “Baked Goodness”, buff. Increases spirit and is applied by all the baked foods.
  • Barley Flour, Rye Flour, Millet Flour, cooking ingredients.
  • Condiment, cooking ingredient. Usable as a “Seasoning”, Condiment can be crafted by the cook using a diverse range of goods like cooking oil, vinegar, honey and veggies.
  • Flours are now separated as “Hard Flour” and “Soft Flour”. Hard flours come from most of the grassy grains (Wheat, Rye, Barley and Paddy) and can be used for leavened doughs - that is, doughs that rise. And the soft flours are more commonly used for pastries and batters. Most recipes that require soft flour will accept any flour, however, so hard flours are somewhat “more important”.
  • Brown Bread, Sourdough Bread, Hardtack Crackers, Tortilla, Garlic Bread, baked foods.
  • Horsebread (Wheat, The Ascendancy), Barley Bun (Barley, Northern Alliance) & Crispbread (Rye) have been added as unique faction baked foods. Rayya’s Children received an update to its Flat Bread recipe to be their own unique bread.
  • Malted Barley, Malted Rye and Malted Millet, brewing ingredients.
  • Millet Straw Bundle, fiber resource. Obtained randomly when harvesting the new crop.
  • You now get a Bundle o’ Firewood when you destroy a berry bush, cherry bush, tea shrub or coffee plant.
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  • The initial money donation that the Rayya’s Children receive will now include some clay bricks as well.
  • (For Modders) For the exploration garden we’ve introduced a whole new mechanic and component that can be highly customized into creating new things! Check the periodic_interaction component and the herbalist exploration garden for more information!
  • (For Modders) You can find out more about the auto_harvest_key setting by looking into the empty cheese vat entity (and other related objects)
  • (For Modders) There’s now support for a stacks_per_harvest setting on crops. That allows a crop to provide a resource that can have a high amount of stacks without needing the entire field to be harvested for a single entity to be made. For example: in ACE, grains like Wheat can also be used as thatching, so they have 120 stacks. Each harvested wheat will provide 20 stacks, however, effectively needing only 6 harvests to get a full stack…
  • (For Modders) We have added two new Game Master scripts: crop_check and inventory_check and they serve to check for unlocked and/or locked crops and items in inventory, respectively. These checks can be performed under the can_start conditions, for example. Check out the returning_silk_road_trader_encounter.json or the returning_collector_encounter.json under the trader campaign as references.
  • (For Modders) There’s now a couple of new functions to allow you to easily unlock all possible recipes and crops for the faction you’re playing as. This is very useful for testing and debugging - but also useful for players willing to design templates and such. The command must be sent through the lua server console and is this: stonehearth.job:unlock_all_recipes_and_crops(‘player_1’). Replace player_1 at will if using it on multiplayer.

Changed

  • Hearthlings will now have a slightly lower chance of having only one trait… And they’ll also have a somewhat rare chance of having three traits! That’s right, three-traited hearthlings are possible to show up (or be generated in the roster) now!
  • We have increased the size of items on most of the input containers in the game (Supply tables, shelves, etc.). They should look chonkier and cuter now! Kitchens and other storage rooms are also looking much nicer with this change.
  • All the recipes for crafting fences have been tweaked to produce multiple items per craft, ranging from one fence part to four fence parts depending on the type and value of the part. This should make building long fences or complex projects slightly less annoying.
  • The prices of all workbenches have been reworked to be more reasonable when compared to the resources needed to craft them. They were too easily exploitable as sources of gold, sometimes costing a single raw resource (like stone or wood), craftable at Level 1 and selling for 10 gold.
  • The same treatment has been given to the craftable tools that can be used for promoting hearthlings - the “talismans”. Some of them had very low requirements and high value.
  • Additionally, some workbench recipes were slightly tweaked to cost a bit more than a single resource when applied.
  • The different Herbalist talismans (tools to promote an Herbalist) will now require a Healing Herb instead of any herb.
  • The restocking activities (hauling) have been re-categorized under a different category and priority, now being able to keep a steadier priority that should prevent some situations from happening so often, like hearthlings changing their minds in the middle of carrying something, only to drop that something in the middle of nowhere and go eat, drink, etc. Now they should be much more likely to complete a restocking task before looking for their other needs or jobs. Please let us know if you experience any weird behavior with that!
  • Transforming actions (Like filling cheese vats, harvesting from bee nests or putting wort in a fermentation vat) are now considered “Job” activities rather than “Haul”.
  • With the new grain crops added, the “Font of Summer” Tier 3 Shrine for the Northern Alliance will now require a bale of barley - the faction’s crop - instead of a bale of wheat.
  • The Ascendancy and Rayya’s Children no longer start the game with knowledge of the “Paddy” (rice) crop. The crop is now acquired through the new eastern trader, like Tea.
  • Also, for having early Shepherding, Millet (provides some fiber) and Tumbleweed (provides fiber), Rayya’s Children do not have knowledge of Cotton either. Cotton being the fibrous plant of the Highlands, was mostly used as a backup for the desert folk.
  • Orchards (Trees with produce) and Bush Farms will now behave more like regular farms: They won’t display “harvesting orders” on top of their trees and bushes when ripe and only the farmer will be able to harvest from them.
  • Acacia trees and Giant Cacti will now drop a bit more wood when harvested.
  • Acacias will also drop some extra boughs sometimes.
  • Clay Bricks are now worth 3 gold instead of 1 gold.
  • Slab o’ Coke is now worth 2 gold instead of 1 gold.
  • The “Explorer” trader encounter - the one who offers “Autonomous Cricket Golems” - is now much more likely to happen. It will, however, not happen after you’ve collected 4 or more of them.
  • Changed the Rayya’s Children legendary Bone Stave recipe (part of the Zephyr Bow) to something that makes more sense. For example, it uses BONES now. The BONE Stave. That was previously made with… Varanus skin. Yeah.
  • Changed the Amberstone Bed recipe to require an unit of Fine Stuffing, like all other comfy beds.
  • Changed the amberstone Flowering Painting recipe to use more reasonable herbs (and coal!) as ‘dyes’ instead of tonics.
  • Changed the Wall-Mounted Tapestry recipe to also include some herbs as ‘dyes’.
  • Actually lowered the price of Decorative Teapots and made them buyable from traders. This change happened a long time ago (many versions ago!) but apparently it never really went through due to a sneaky typo! It has finally happened now.
  • Changed the Tier 3 Rayya’s Children weaver recipes (Banners, rugs and pillows) to also require herbs as ‘dyes’ according to their colors.
  • Also added a couple of extra threads to the ingredients (they’re big!) and changed the images on the Tier 3 Rayya’s Children rugs so they clearly look like rugs (and not like wall banners)
  • “Unfired Clay Vase” is now called “Rough Clay Vase”.
  • Ducks should be less noisy… Unless you have dozens of them, in which case not much can be done - other than a lot of “Fruity Mallard” and “Roast Duck” dishes.
  • The “Closed” version of small animal doors has been removed from the game. They were rather useless, slightly bugged and prevented interesting modded mechanics to be used on them due to the clumsy way they worked. This will probably cause an issue if you had any closed small animal doors - but should be a harmless one, they’ll just disappear.
  • Porcelain (Potter) and Ornate (Carpenter) recipes will now have their own crafting categories - similarly to what we did with Marble (Mason) when we added the Marble recipes.
  • Slightly changed the season and biome preferences of some of the grain crops to accommodate for the newly added grains.
  • Renamed the “Any Edible Nut” resource constant to “Any Edible Hard Seed”.
  • “Mega Wheat Feed”, the megacrop special fodder for Sheep, has been renamed “Mega Grain Feed”.
  • “Bucket of Wort” and “Bucket of Gruit Wort” have been renamed to “Bucket of Ale Wort” and “Bucket of Beer Wort”, respectively.
  • “Almond Milk” will not be auto-queued whenever “Any Milk” is needed for a recipe anymore.
  • All the Cook’s cauldrons (“Stone Cauldron”, “Pumpkin Cauldron”…) have been renamed “Cooking Pot” instead. This should avoid any occasional confusion with Herbalist cauldrons.
  • The Cooking Pots also had their collision adjusted to be 2-tiles tall. No more walking on top of our soup!
  • The picture for the “Porcelain Teapot” has been changed.
  • The icon for the “Any Seasoning” resource has been changed to show an herb and a condiment instead of just herbs.
  • “Jug of Vinegar” is not a “Seasoning” anymore.
  • “Heirbloom Fruit” has been renamed “Basket of Heirbloom Fruit”. Its description was also tweaked and the model changed to reflect its new status as a savory vegetable.
  • “Portion of Wheat Dough” and “Portion of Sweet Wheat Dough” have been renamed “Portion of Dough” and “Portion of Sweet Dough”
  • They have also been aligned to the center of their voxels… They were very asymmetrical! The God of Symmetry is pleased.
  • Updated the “Bountiful Harvest” (Farmer Perk) description to make it clearer that the bonus yield can be up to 100% and not always 100%.
  • Splitting blocks are now 2-blocks tall, which means people will stop running over them. Very dangerous to trip on the axe!
  • The “Trader Monument” choice for Rayya’s Children (Tier 3) will now unlock the “Finely Crafted Tea Set” potter’s recipe as well.
  • There are now more chances of finding “Brown Coal” in the Desert biome - and exclusively on that biome it can also be found when mining rock and not only when digging dirt.
  • The loot drops for “Bone Material” have been slightly reduced across the board.
  • The most valuable loot from chests and monsters (mainly metal weapons and armor above iron (steel and silver)) has now slightly reduced chances of dropping. It was too easy to obtain some of the best gear in the game by simply clearing a couple of giant skeleton chests :merry:
  • “Refined Materials” category has been renamed to “Refined Stuff”. With this change we can now fit 5 items per row instead of 4 when using supply containers. Surely this was very important, right? No! Barely an inconvenience, actually. But organizing is tight!
  • With the new herb categories, herb colors were expanded to include orange and pink and filters for their colors were created in a brand new “Dyes” category.
  • The icon for the “Plants” category has been adjusted to be the same as the one used by harvest actions.
  • The resource category “Any Fruit” has been renamed “Any Basket of Fruits” to be consistent with other resources. Additionally, we (Finally!) updated its icon to something clearer than a couple of berry bush seeds.
  • All the rugs in the game - including Tier 3 rewards for Northern Alliance and Rayya’s Children - have been slightly nudged down into the ground a bit. This should prevent certain objects from Z-Fighting (visual flickering glitch) with the carpet underneath (for example, Dining Tables)
  • Dropped “Bee Nests” no longer have collision regions, which means they won’t obstruct nearby building projects anymore.
  • Bee nests that get harvested by the Herbalist and become “Dead Bee Nest” will now automatically request a harvest command since there’s absolutely nothing else they’re good for. The same applies for the ones dropped in the winter.
  • The “Donation to the Church of Plenty” Ascendancy recipe is now categorized under “Decorations” instead of “Chef’s Specials”, making it easier to find. Besides, you shouldn’t eat the donations for the church, so it made no sense to have it under a food category. How bad of you!
  • The sitting and sleeping (mount_component) mechanics have been altered to not reserve an entity with a task queued, thus avoiding some issues.
  • Changed client loaded events for gameplay_settings_service to get signaled after ACE’s monkey-patches, which should prevent some issues.
  • The building material icons on the material/pattern selector inside the builder should now align to the bottom of the UI window. This will prevent them from hopping up and down whenever you select a material that has a list of colors large enough to increase the size of the window.
  • The “Ornate Curtains” and “Wide Ornate Curtains” models have been slightly moved forward to prevent Z-Fighting with certain window models like the stone windows.
  • The “Fertilizer” and “Enhanced Fertilizer” recipes have been swapped around since acquiring fish roe is now easier than acquiring charcoal.
  • All “Animal Beds” have been renamed “Pet Beds” to make it clearer that they’re meant exclusively for the hearthlings’ pets and not pasture animals.
  • Hearthbud flowers will now grow relatively slower.
  • Improved the icon for the Hearth Essence resource.
  • With the removal of all herb/flower seeds, the Hearthbud flower will now provide a herb (Hearthbud Blossom) that can be used as a peculiar or zesty herb. It can also be refined into “Hearthbud Flakes” by the Geomancer, becoming a new refined hearthbud resource to be used throughout the Hearth recipes (Fertilizer, Tonic, Foods, etc…), effectively replacing the old Hearthbud Seeds.
  • Also because of that change, the Sunflower (herb) is now usable as an oil source instead of the Sunflower Seeds.
  • We’ve improved the way new citizens are created and how their stats are assigned to allow for kingdoms to have customized trait indexes and for this to be compatible with certain mechanics that could cause the indexes to break or not work before, like the arrival of foreign citizens (Amberstone/Orcs), saved initial rosters or re-embarking on different kingdoms. Now when you save a roster, the game will check for incompatible traits and not allow you to load an incompatible citizen!
  • Increased the “jitter” time of lamps when going on or out because of the daytime. This means that light sources will now turn on (and off) few by few across 20 game minutes or so instead of all at once.
  • Rotten plants shall not disappear anymore. Instead, they’ll remain harvestable for the player to try and get some seeds back.
  • We have updated the visuals and models for all the Market Stalls in the game. This is because of upcoming trader changes that will require more detailed models… For now they just look a bit better!
  • Reduced the size of the slices of “Peasant Bread”. They were huge.
  • The “Silver Pitcher” now costs two silver ingots to be crafted instead of just one. Its value and appeal has been adjusted accordingly.
  • Cheesecake will now also apply the “Cheese Flavors” effect that can combine with wine.
  • Many baked goods have had their health regeneration effects in favor of their new Baked Goodness effect. Health regeneration is now more attached to hearty, meaty meals. Some have kept this property due to other ingredients, however. (i.e.: Nut Bread)
  • Updated the description on the training dummies and the archery targets to fit the unit frame better.
  • We’ve tweaked the position and “zoom” of several animal portraits so they look nicer! Remember, you only get rendered animal portraits on pets.
  • The location storage for fence templates or storage presets has been moved to their own specific (and more moddable) files rather than the user settings.
  • Restocking logic has been improved for placed entities.
  • (For Modders) The way portraits are rendered has been slightly modified to allow the “Field of View” setting to actually work. To prevent breaking any currently functional portraits that have a custom FoV value set (but unused), we gave it a new parameter of our own: ace_fov
  • (For Modders) We’ve streamlined some of the base species (base human, base rabbit biped, etc…) mixins and created a clearer distinction between the PCs and NPCs of each species. This is widely used mostly by the buff system, when determining if a character is player-owned or not - and if they should receive certain buffs (or not). Make sure to adjust accordingly if your mod adds customized species, and check the new ACE buffs mixins that require mixing if you need to add player-owned species to the list!
  • Because of the change above, PC-exclusive wounds have been added to all the ACE supported weapons in the game, which means that enemies using these weapons (or other players if using any sort of PVP mod, for example) will correctly debuff each other with wounds and not weapon effects like they do when using these weapons against NPCs.
  • The mechanics for output_items have been refactored to condense more parameters into the options table. This should have no perceivable gameplay effect other than providing a smoother and more compatible system.
  • Slightly rebalanced the net worth and number of elapsed days required for triggering the Hearth choice quest (Tier 2); This change is a reflex of the first fixed issue below.

Fixed

  • Fixed a base game issue that made it so any quests or events that were triggered by the “elapsed days” condition were actually not taking into account the number of days since your game started but the number of days since the first day of the year. That issue made it so that many events that relied on at least a few days (like the “Hearth Choice Foreshadow” letter) were actually happening almost instantly after the first couple of days when starting on any season other than spring. Elapsed time should now consider the amount of days since game start.
  • Fixed a base game issue with the Ascendancy Tier 2 building template “Tall Townhouse” that prevented hearthlings from going up into the second floor due to a blocked staircase. It’s shocking that no one noticed/reported this before!
  • Fixed a base game issue that prevented mining regions to be created above 256 blocks. Other activities were still allowed, like building or moving, so we’ve considered it to not be a maximum limit but an overlook - and removed the restriction.
  • Fixed a base game issue with the “Food Decay” service that prevented objects that were crafted and stored directly without ever “touching the ground” to be considered for decay hits.
  • Fixed an issue that caused Amberstone citizens of a certain profession (Mason for Rayya’s Children or Northern Alliance) to have their headgear poorly positioned and floating above their heads. This should not happen anymore but existing ones might need to be demoted, the game saved, loaded, and then re-promote them for the change to take effect.
  • Nightsight Tonic (not in use atm) has been removed from the filters.
  • Fixed a bug that caused a “rogue bed” to appear on a corner/inside a wall when (sometimes) updating a bed through the unit frame command.
  • Fixed some extra typos on the “Dwalek & Karuna” questline.
  • Fixed some typos on the different stages of the wheat crop.
  • Properly “re”fixed the issue with kill source detection, that defines the ownership of objects dropped/loot (AKA: the issue of trapped animals dropping things that require looting)
  • Added some error checking for the catalog to handle improper entity form URIs.
  • Fixed an error that was caused when an “Unfermented Juice Vinegar” spoiled. It will now correctly spoil and turn into a bucket of spoiled drink.
  • Fixed some possible nil errors within the town service when playing multiplayer.
  • Fixed some possible nil errors with herbalist planters.
  • Fixed a couple of nil issues within the buff component.
  • Fixed an issue with the craftable ladders and wide ladders that were not being correctly stockpiled due to not having proper categories and tags.
  • Fixed an issue that was preventing the seasonal multipliers to be applied on the renewable resources of Ducks, Moomoos, Poyos and Sheep. The seasonal multipliers should now apply correctly.
  • Fixed an issue that caused, under certain situations, your sheep to disappear. This could only happen if you tame Bluebell, the sheep from the goblin camp.
  • Fixed an issue that prevented the “Everlasting Summer” buff to be applied by the rare landmark “Shrine of Lilla Babis”.
  • Fixed a typo when reaching the Tier 3 with Rayya’s Children. It used to say that the Cook unlocked a new tea recipe, but it will now say “Brewer” instead.
  • Fixed an issue that prevented our previous changes to the “Heirbloom Fruit” basket to ever work.
  • Fixed an issue that allowed the UI to display a wrong amount of crafts available when clicking a fueled workbench that consumes a different amount of fuel per craft than the one you had clicked before.
  • Fixed a small issue with the “Arctic Juniper Tree” timber farm that after a certain stage would simply grow into normal juniper trees instead of the arctic variant.
  • Fixed an issue that has been lingering since the first release of ACE: the image of the Ascendancy Potter’s Kiln recipe was wrong. Hooray!
  • Fixed and improved the unused base game Wall Crest decoration. It had properties that prevented it from being placed high up on walls due to having no collision at all (It could only be placed on the ground), it could not be obtained and the animation was broken. We’ve fixed it up and it should now appear on Tier 3 vendors!
  • Fixed a placement issue with the three “Craftsman Statue” signs unlocked by the Tier 3 Ascendancy towns: the Mason’s Shop Sign, Carpenter’s Shop Sign and Blacksmith’s Shop Sign. They can now be placed properly, which should fix a lot of issues with templates that used them and couldn’t be finished!
  • Fixed an issue that caused some items that should never be unequipped to be “dropped” from hearthlings when they are placed to rest after being incapacitated (wounded). For example, when archers wearing the archer armor got put to rest, they would (correctly) drop the armor piece but also (incorrectly) drop the hood - which is part of the armor - as a floating entity impossible to interact with. The same thing happened to improved worker tools (iron and steel) and were also fixed. If you see it happening to anything else, please report!
  • Fixed an issue where Arctic Junipers and Arctic Pine Trees couldn’t be replanted with the “Harvest & Replant” command using Arctic Juniper Berries and Arctic Pine Cones.
  • The “Donation to the Church of Plenty” recipe was not properly unlocked when you made a choice other than the Fountain of Plenty when playing as the Ascendancy. It should now properly unlock regardless of your choice, allowing you to create the decorative version of the monument.
  • The God of Symmetry was brought back from its slumber once it noticed that the “Stone Garden Lantern” and the “Simple Stone Garden Lantern” have been rotating asymmetrically ALL THOSE YEARS. All. Those. Years. These issues have been smited and the lanterns should now rotate perfectly.
  • Fixed an issue that prevented re-embarking from “carrying” certain buffs that should be permanent, like scars.
  • Pets are no longer dismounted two times (from beds and such) when the game is restored (loaded).
  • Fixed an issue that prevented the player from using the Stunt command on small (saplings) trees. The command could be used, but the tree would resume growing after restoring the game (loading a save).
  • Fixed an issue that allowed the “Toggle Job” command to be used on some pets, which caused an error when done. Please do not insist on exploiting animal labor!
  • Lots of small fixes and tweaks to improve the “Universal Storage System” and inventory tracking and detection overall.
  • Fixed some issues with NPCs getting player debuffs (and vice-versa). There should now be a more streamlined behavior with NPCs not being able to acquire certain debuffs like wounds, and players not acquiring things like weapon effects.
  • Fixed an issue with stored items being added to inventory with a nil storage parameter.
  • Fixed some issues with the placement of “buildables” (i.e.: Water Wells) to properly detect collision instead of going into a never-ending loop of failing.
  • Fixed an animation issue that caused the ATTOVERCOG (the ‘hook’ where their health heart icons are rendered) of certain hearthlings to incoherently move around when they use a stab attack.
  • Fixed an issue that prevented the megacrop “Pumpkin Soup” serving to apply the correct buffs it should’ve been applying: minor regeneration and warming

Thank you for reading all of that! :jubilant:
As always, the OP will be updated with the non-steam download and please report any issues you find! Cheers! :beers: :merry: :sparkles:

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Just a short observation after playing a bit: the molded clay doesn’t seem to be recognized. As in it is crafted and laying around but not recognized as present for the sake of crafting

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A reload seems to have fixed this but still maybe worth looking at?

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As far as it goes, these new pottery ingredients are common items/have nothing special about them. Just checked and their filters are all correct, so it should be fine! Now, It’s not uncommon for crafters to ignore or not “see” materials available for crafting, this is an old issue that has been around in the game for a long time now :merry: (and it’s not an easy fix, unfortunately)

That’s why storing your things is the best bet to get them “noticed” because they get “manually” added to the town inventory when storaged. Try using a supply container right next to your potter’s station and set its filters for the molds and unfired pottery! That way hearthlings will make sure they’re always stored and recognized by the town’s inventory/crafter!

Another thing you can do when that happens and before you build storage, however, is to “reset” their AI by calling the town alarm and then cancelling it. That forces them to reconsider things and sometimes it helps “unstuck” situations like that without having to reload :jubilant:
Thanks for the heads-up anyway and I hope you enjoy the update!

2 Likes

Yeah I made a stockpile for refined items just after reloading, that might have done it :smiley: Thanks for the quick reply. And yes enjoying it very much, seems very smooth so far, the potter (Rayya’s children) seems to level up rather quickly now but I haven’t played for a while so I don’t really have a good sense of how it was before.

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And thanks for all the hard work, an amazing Christmas present!!

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