Is it your 3060ti causing the lag or your cpu
Performance of the CPU and GPU are loaded only at 30%. CPU - i5 10400k. But i donāt know why their loaded only on 30% . Today have checked in game. It give 21-26fps
Ram usage is maxed out
The game is not optimized properly
If you were running the ace mod it would be a little better
Hello, everyone!
Weāre starting the week with a new incremental patch to the Mercantile Update! Donāt worry, this one is real⦠( )
A couple of highlights for this one include the new proficiency system, which helps crafters āspecializeā in certain categories by making better quality items the more they craft; the new super fancy tooltips with a lot of information, an even better version of the much successful limit network data setting that helps with multiplayer performance and a breakdown of several item categories into new, more specific item categories like āResources (Mineral)ā or āFood (Prepared)ā; Modders, on the bottom of the notes youāll find all the new categories so you can update your mods!
Finally (and once more) weād like to thank everyone supporting and playing/having fun with ACE!
Without further ado, letās go to the notes!
Patch 0.9.6.9
Added
- The Engineer is able to craft Soft Metal Bits and Hard Metal Bits now. Additionally, their recipes are slightly more efficient than the Blacksmithās, producing 4 items per Ingot (instead of 3).
- Proficiency, game mechanic. Hearthlings will now be able to specialize in certain crafting categories, gaining āproficiencyā on them each time they craft a recipe that is part of that category. Proficiency goes from 0% to 100% and gives a boost to the likelihood of getting better qualities when crafting items from that category.
- You can check out the proficiency of a crafter by hovering the cursor over any of their āCategory Crafting Toggleā buttons in the Workshop view.
- Not all recipes will give you the same proficiency, and the amount gained is not the same for everyone, since it is influenced by the āDiligenceā attribute. The description has been updated to reflect that.
- Proficiency replaces the base game ābonusā chance for better qualities given to crafts that are of a lower level in relation to the crafter. The reasoning for this is because this standard was making certain recipes (like higher level ābulkā recipes that produce more ingots, ingredients, charcoal, etc) be less worthwhile due to having a smaller chance of better quality.
- Finally, proficiency and the new quality odds also apply to other activities that can improve the quality of something, like Herbalist Planters. Theyāre now more likely to be improved the more that crop has been tended.
- Weāre implementing very fancy tooltips for items, providing a lot of information on mouseover. The new tooltips will be visible on many views like the town inventory, workshops (where youāll see the recipe name and description instead), shop screens, builder mode, fence building mode and even on quest bulletins, allowing you to mouseover requested or offered items to see their stats or what specific kind of item they want when the name alone is not enough.
- These tooltips will contain information like damage or protection for weapons and armor, type of equipment, job and level required, value and appeal with accounting for quality, the amount of servings for foods or drinks and so on. In shops, theyāll show interesting values like how much a merchant is profiting over something (how more expensive it is from the base value); or how much youāre profiting from their special deals.
- Additionally, the quest bulletins will also display the itemās portrait next to their name.
- Finally, please note that some mods that change tooltips (for example, LostEms) will āoverrideā this change until theyāre updated.
- The
northern_alliance
andrayyas_children
mods are now marked as āRequiredā and canāt be disabled when ACE is active. This should prevent mistakes, however it wonāt be much help if ACE is activated when these mods are already disabled. - Weāve added a new loading screen tip for Proficiency.
- Another supporter has been added to the Community Shrine!
Changed
- We have broken down several item categories into more specific categories that should be more convenient for users. Please note that modded items probably wonāt use the new categories until the mods are updated. Modders: weāll include the new categories at the bottom of these notes!
- The āLimit Network Data Sentā gameplay setting has been changed from a simple toggle to a list with an additional option: āVery Limitedā, which should even more aggressively reduce the āpresenceā updates from other players in multiplayer, hopefully giving a greater boost to network performance on online games.
- Improved the behavior of search bars in workshop views.
- The icons for Drink Satisfaction have been improved to be clearer by using bronze-silver-gold colors.
- Thereās now a supply container filter for āMega Silkweed Bundleā.
- Butter is now categorized as a Cooking Ingredient instead of Food.
- After some scolding and some lectures from WHO (World Health Organization) weāve made it so hearthlings are not allowed to drink from bird baths again. Ew.
- The Potter, Blacksmith and Weaver have had their experience gains slightly tweaked. Potters will now receive almost half of the experience from the crafts that have been split in two parts (molding/turning clay and then burning it on the kiln); Weavers and Blacksmiths will receive slightly less experience overall.
- Hardtack Crackers will no longer provide the baked goods buff, and will correctly make hearthlings slightly more thirsty.
- The War Horn recipe has been greatly changed. It now uses a Gold Ingot and some bone material, and requires a higher level.
- The Community Shrine and the Radiant Shrine will now more dynamically generate their text instead of just printing big strings.
Fixed
- Fixed an issue that was preventing several items from actually having a chance at better qualities when crafted. You may notice a town-wide increase in quality in late stage games.
- Fixed an UI issue with the category crafting toggle buttons when promoting a hearthling.
- Fixed a typo in the wooden sword description.
- Fixed a typo on one of the drink satisfaction phrases.
- Fixed a typo that was preventing a previous fix for multiple campaign events triggering to function correctly.
- Fixed some possible UI issues that could happen when loading a game under certain circumstances.
- Fixed an issue that prevented āWild Honeyā from being consumed.
- Possibly fixed an issue that made it so hearthlings will sometimes keep a food or drink item in their hands and run around with it⦠For some reason.
- Fixed a graphical issue with one of the āNorthern Allianceā merchant hats.
- Fixed a graphical issue with the Ascendancy-style Light Iron Shield.
- Fixed an UI issue with the position of the āCrafted byā¦ā text on certain items.
- Fixed some more base game localization strings that were displaying outdated/invalid information due to ACE changes.

(For Modders) New entity categories:
-
resources
was renamed āResources (Plant)ā so herbs and logs can remain here. -
resources_animal
for bones, pelts, feathers⦠-
resources_mineral
for clay, stone, ores, coals⦠-
resources_fiber
for fibers! Since there are lots of fibers that are both animal or plant, weāve decided to give them a unique category. -
food_animal
for fodder and kibble. -
food_prepared
for cooked food that counts as prepared food. -
healing_item
for any consumables that are specifically made for healing hearthlings (not tonics, seedsā¦) -
civillian_equipment
for all the items previously marked as āarmorā that are actually worker clothes, hats and so on. -
drink_prepared
like food, but for prepared drinks.
Sneaky Update 0.9.6.9b
Changed
- Weāve made it so curtain doors will now also have a movement modifier region preventing hearthlings from walking right around the corners and not through the middle.
Fixed
- Added a possible fix to prevent unintended āsmart crafterā loops that result in a crash.
- Fixed an issue where the AI of citizens that were āaway from townā would still bother with thinking about a certain task.
- Fixed a broken model of one of the Herbalist merchantsā outfits.
Sneaky Update 0.9.6.9c
Added
- Working Ingredient, a new visual addition that allows us and other modders to customize the looks of whatever they are working on before it is finished. This entity simply replaces the stacked ingredients (as defined by the
stonehearth:table
entity data) and can be customized per crafting station and per recipe (priority). - For now, the only visible addition is that Blacksmiths will now hammer a glowy metal ingot instead of hammering the materials whenever they craft a recipe at the anvil. This is just a basic demonstration, expect more interesting uses of this system in the future!
Changed
- Added a more explicit error message for invalid crafting recipe path when initializing the job info controller.
Fixed
- Fixed a major issue where some shops were being generated without an inventory (no items for buying) and many other shops were generating smaller than intended inventories.
- Fixed an issue that was preventing re-embarking from being used.
- Improved the UI on the re-embarking screen, fixing the wrong alignment of names.
- Also fixed an issue with the alignment of character names on the āSelect Bed Ownerā view.
- Fixed some issues related to town suspension (the state in which a town is placed when their player is not present in multiplayer games)
- Fixed some possible issues with shepherd/pasture animals and town suspension (although very unlikely/perhaps impossible to happen in normal conditions)
- Fixed an issue where firepits would try to create an ember when destroyed if due to a reload (or straight up exiting) of the game.
- Possibly fixed an issue where a Quest Storage wouldnāt be properly removed if you failed the quest.
- Fixed animal feed not being correctly stored, in particular Hearth Fodder not behaving correctly.
- Fixed a problem with the Goldthread Worker Outfit for RC not being properly stored when relevant filters are chosen.
- Fixed the NA crafter summer hat counting as armor and not civillian equipment
- Fixed Gold Flakes counting as a Resource (plant)
- Slightly tweaked the Rayyaās Children name list.
As always, we hope youāll enjoy this update and remember to always report any issues or bugs you find!
I was getting this a lot and thought it was hilarious
Thanks for keeping this game going!
Thanks for the reports, will fix these for the next update
Itās the same as the one reported above, already being fixed!
Thanks for the report, Iāll push a sneaky update soon! (Notes will be added to the previous update post)
Alright DaniAngione (trying not to call ya Dani⦠for awkward reasons >.>) I didnāt understand the other personās language, but, glad itās a simple issue. Thanks for your hard work regardless
You can call me Dani, most people do
Also, sneaky update is out! Notes at the bottom of the previous update!
Another bug⦠sigh. This one kinda kills the mood.
No picture needed, no errors. The disembark no longer works, completed the children of Rayya quests⦠picked my three hearthlings, items⦠and, when I click the disembark button, it doesnāt do anything. No error codes, nothing⦠nothing happens, other than the hearthlings continuing to do assigned tasks and such, the normal.
Edit:
Actually, there is this one error at start up during this session (the third Rayya game). Seems unrelated, nor does it interfere with gameplay. Iāll attach pics.
Actually, if the solo unit control task group is missing / failing for some reason, that would precisely explain why the reembarking hearthlings donāt go anywhere, because thatās the task group they need use the depart_visible_area_action
. No clue why thatās happening though.
I really hope this doesnāt end with āstart a new gameā. Though sadly sounds like I might have to.
Can you provide the log, or perhaps even the save game?
I just reembarked today on a multiplayer game, so Iām pretty sure thereās nothing wrong with reembarking itself⦠but the log might have a clue of what happened to your game, maybe.
The save game could help too because if it happens after loading, itās reproducible.
It sounds more like a mod issue to me than a corrupted save. But at the very least, the reembarking should be properly recording your reembark party (even if they donāt properly depart from this game), so you can still start a new game with that reembark loadout.
Itās not letting me upload the save files, only the snapshot file. I donāt have winzip, as for paul⦠I only have ACE installed. I never use mods, the base game is good enough.
Guess I can just wait to see if the next update helps, otherwise Iāll just start all over.
Edit: All I can say is everything was fine until Koda showed up⦠hearthlings would talk to him endlessly until they were starving, and only then would walk away.
Okay, I think I see what happened: the Koda script is set up so that once Koda (or equivalent) is in the process of departing, that status is saved when the game is saved. On reload, they check that saved status and then immediately try to depart again, but before their AI component has fully initialized, and thus doesnāt have the task group set up yet. The script does mention Kodaās conversation āvictims,ā but even so, that seems a little extreme; maybe Dani knows if thatās how itās supposed to work.
Yeah, to be honest Iāve never seen this behavior theyāre describing⦠Usually Koda shows up, talks to people but not extensively to the point theyāre starving - just regular conversations.
So Iām really confused why that would happenā¦