[ACE] Pre-Release 0.9.6.19 - Firstbloom! 🌸

Correct, we posted it as a known issue when the update was released:

Unfortunately the issue is not on ACE’s side and need the mod to be updated :glum:

release-949 (x64)[M]
…_resource_node/renewable_resource_node_component.lua:216: attempt to index local ‘info’ (a nil value)
stack traceback:
[C]: ?
…_resource_node/renewable_resource_node_component.lua:216: in function ‘_trigger_cb’
radiant/modules/effects/effect_tracks.lua:112: in function <radiant/modules/effects/effect_tracks.lua:107>
[C]: in function ‘fire’
radiant/controllers/time_tracker_controller.lua:91: in function <radiant/controllers/time_tracker_controller.lua:91>
[C]: in function ‘xpcall’
radiant/modules/commons.lua:67: in function ‘xpcall’
radiant/controllers/time_tracker_controller.lua:91: in function ‘set_now’
radiant/modules/gamestate.lua:11: in function ‘set_now’
radiant/server.lua:66: in function <radiant/server.lua:64>

I’m getting this error frequently, but i only use ACE mod, none else, updated to the latest patch. I’m currently playing as NA.

Edit: i forgot, i’m using BEAM.

The other issues:

  • Giant “seeds”, especifically arctic pine tree berries, when using the timber farm.
  • "1 mildly satisfaying drink serving from some waterfall recipes (waterfall basin, stone fountain and the lilipad basin, all unlockable).
  • my weaver frequently ignores getting ingredients from the (supply) priority storage right beside him, even when it’s full of what he needs.

And about anything else, so far, so good, nothing else to report.

This is my first time use Discourse,If I have any wrong, please forgive me.
I seem to have discovered a problem about hearthling’s title.I can not speak english,so I hope I can speak it clearly.
Is “the Founder !”,means"Practice makes it perfect! They have reembarked twice and been partof three different towns!".

In my second town,I sent three hearthlings to the next town,the system prompts me,this three hearthlings has new title “the Founder”,but when I creat the third town,the three hearthlings,the others title still in there,but “the Founder” is missing.

aslo,in the end of my third town,I sent the three hearthlings again,and the the system prompts me again,this three hearthlings obtain a new title“the Founder”.however,I creat the 4th town,this three hearthlings’ “the Founder” Still lost.

the ACE ver. is 0.9.6.11e. Is that a bug?Or do I need to provide more information?

and,I saw in the other topic,for get [Bolt of Silk Cloth] need finished eastern Merchants caravan quest line,how to trigger it?Because every time I defeated the titan,I have creat next town,Is it related to this matter?Need I delay the current town?

Thanks for develop ace.

1 Like

The Caravan quest should trigger after a certain amount of net worth has been accrued. It might not trigger to some modded factions, in case you’re using one.

As for the title, I’m sorry. It’s a known bug and has been fixed for the next version :jubilant:

Thanks for answer,i am already unlock the caravanserai.I expect the next ver.
Have a nice day.

1 Like

Unfortuantely it won’t “bring back” the lost titles of people that already re-embarked, but it should correctly keep the titles from now on!

Spooky greetings! :merry: :jack_o_lantern:

I’d like to apologize for the delay. We intended to release this update much earlier (on Friday the 13th) but at least we’ve made it to Halloween - literally.

It’s CANDLEDARK time! Like Frostfeast before, this beloved community date and the lore originally created by Froggy with Team Radiant is now alive, better than ever, in ACE’s own vision of Candledark!

Additionally, there is a lot of additions, changes and fixes! Lots of community requested features, some QoL improvements, a whole rework of the Orc faction/campaign, new soundtrack pieces and combat music from Raj Mann, some very needed fixes… Definitely read the patch notes!
Enjoy the spooky season, everyone! :jubilant: :heart:

Patch 0.9.6.12

CANDLEDARK

  • The spooky season is here! Candledark quest starts after your town has reached Tier 2 (Hearth upgrade).
  • We hope you’ll enjoy our version of Candledark! Like ACE’s Frostfeast, we’ve used the original mod as inspiration/reference, but the quest and all the content is completely new and made from scratch!
  • While mostly aimed at combat, the quest can be completed without it by choosing a special option that will only be available for players in the “Peaceful” game mode! All other players will experience the combat encounters by default.
  • There’s a lot to discover, fun fights to lead, wards to use and things to learn and craft! Also like ACE’s Frostfeast event, Candledark ends once you’ve learned all the recipes (and survived at least 20 nights :merry: )
  • As usual, the event will be “removed” from the game in 30 days or so - but you’ll get to keep all the stuff you got and the recipes you’ve learned!
  • Good luck and have a wonderful spooky-tober’s end! :jubilant: :heart:

Added

  • New names for the Community Shrine have been added. :heart: Thank you very much for your continuous support and we hope you’re all enjoying the Mountain Folk soundtrack teasers! :jubilant: :sparkles: If you wish to become a supporter yourself, head to https://ko-fi.com/stonehearth_ace!
  • You can now see the item’s quality in the equipment tab of character sheets.
  • There’s a new song from Raj Mann that will play during the celebration hearthlings organize around the town banner when you send a party out to re-embark!
  • There’s also a couple of new songs from Raj Mann spread across different weathers!
  • Combat experience gain has been completely reworked and will now be based on logic to be automatically determined instead of relying on completely arbitrary given values. These values were everywhere and there was almost no consistency to them, so instead of going over them one by one, we decided to foolproof the future by making it a mechanic. What this means is that the game will now take into account several things like the enemy’s max health, armor, strength, courage and speed and then decide their experience reward in a more standard, consistent way. The new system has been balanced to provide a slightly slower progression for combat jobs, ideally preventing the very common situation of sometimes fighters leveling more than once in a single encounter.
  • All combat jobs will now have “Training” buffs that slowly but steadily (every level) increases the combat prowess of the hearthling. From now on, more than just better equipment and some perks, each level will actually make your soldiers better and stronger! And what’s best - these new “Training” buffs can be maintained (after Level 4) when the hearthling is demoted or changes jobs, which means that these extra levels they get before being promoted into something else won’t be for nothing!
  • You might need to demote and promote soldiers again after updating the mod for them to receive the new training buffs.
  • Many of the improvements from these “Training” buffs replace attributes provided by other job perks or the “Basic Combat Training” buff, therefore these have been changed or removed.
  • There are now visual and sound effects for when hearthlings receive a new wound. Each type of wound has a unique sound effect and their own icon displayed above the inflicted hearthling.
  • Norwind’s Cleaver, legendary weapon. There’s a new unique weapon to acquire - this time from the Orc campaign boss! If Ogo could have a unique weapon, why not the mighty warchief Oghar Norwind?! She’ll now drop her favored battleax when defeated in combat.
  • Orc Tracker, Orc Champion, Orc Blackguard, enemies. There are some new kinds of enemies to diversify the orcish threat and make the orc war campaign slightly more challenging! It was brought to our attention, more than once, that by the time you’re done with Ogo’s army, the initial orc invasions aren’t that much of a challenge anymore. And the Dragon Cult invasions - if you get to them - are much stronger. So the Orcs should now feel a bit in-between those two!
  • Tiny Chunk of Dirt, Chunk of Dirt, landscaping. There are now two new craftable terrain modifiers for the Herbalist. Unlike the grass patches, these are actual blocks that you can place, but only soil. They can be placed anywhere, however, and require clay to be crafted. With the previous ability to plant grass on dirt and now the ability to place dirt blocks, you can technically have grass anywhere on the map now (without a Geomancer)!
  • You can now see the “Storage” view when clicking the iconic form (unplaced) of a container! That means that you may now change/set filters before the object is placed (or when placing it, if manually placing a specific entity)
  • There’s a new gameplay setting for customizing the notifications you get from newly-achieved titles even further! You may now define a threshold for notifications to be shown so you can, for example, still be notified about rare titles but not be spammed by the common ones.
  • Boiled Mushroom Tagine, Fish Stew Tagine, prepared foods. These new dishes will replace the “Boiled Mushrooms” and the “Fish Stew” recipes when playing as Rayya’s Children. They’re essentially the same but with some recipe changes that better work with the Rayya’s resources.
  • “Bucket of Lingonberry Juice”, simple drink. This new recipe exclusive to the Northern Alliance will give some additional options for Lingonberries. There are other changes related to them under the “Changed” section.
  • “Stone Tunnel Door Frame”, construction.
  • There’s a new “pile” recipe for the Blacksmith under “Storage”: Hunk o’ Hard Coal Pile.
  • The Blacksmith is now able to “break” 4 Hunks o’ Hard Coal into 5 Lumps o’ Coal. The reason for it being 4:5 is to preserve the fuel efficiency (Hard Coal’s efficiency is 20, common coal’s is 16, therefore 80 is their first common denominator)
  • You can now pause crop sowing on farmer fields. As the name implies, this prevents more crops from being sown onto the field.
  • (For Modders) ACE now adds support for Kingdom-based combat soundtracks. You can add a combat soundtrack for your modded kingdom by following the structure ACE uses for the Ascendancy on its own sound_constants.json file under data/sounds!
  • (For Modders) Additionally, we have added support for encounter music. Basically you can define a music (and ambient) track for an encounter and the game shall have that track’s priority compared to the music being currently played. If higher, the encounter music shall take over for as long as the encounter remains in existence. You can also define an override combat track, which will only play in combat while the encounter exists.
  • (For Modders) There’s also support for custom music during “Town Upgrade” encounters’ celebrations. Just add the custom_music field to the game master node.
  • (For Modders) The “Carry Block” component now accepts two parameters; posture_only will make it so that entity won’t get the “Carrying” buff (no slow down, only animation changes); custom_buff can be used to give a different buff instead of the default one.
  • (For Modders) Buffs now support bulletins for when they’re added.
  • (For Modders) There’s now support for passive refilling of ammunition on turrets that use the siege_weapon component. Look into the orange Candledark Pumpkin Ward for reference.

Changed

  • The production speed of most “transformation” vessels has been quite increased (basically doubled in some instances); This applies to things like cheese, wine, mead, beer & ale. They should now be quite faster to produce!
  • We’ve changed (added) new visuals/appearances for all the Orc enemies except Workers! Fighting the Red Kiln should feel more special and awesome now!
  • Orcs’ (player characters) Footman helmets have been reworked and will now look better on both the male and female models. Additionally, factional designs for the helmets (Northern Alliance, Rayya’s Children, etc.) will now be displayed for Orcs as well.
  • Pets can now eat raw bug meat and raw fish meat.
  • The “Defense Up” perks for the Knight have been renamed “Bulwark”.
  • The “Fortify” perks for the Knight have been slightly tweaked and will now provide speed, resistance to negative effects & wounds and increase the heal received.
  • The “Basic Combat Training” buff has been removed.
  • The roads are very dangerous when the weather is “Foggy” or “Foggy & Chilly” with all the undead lurking around! Because of that, Merchants have decided they’ll no longer arrive under these circumstances…
  • The “Place Item” view will no longer appear when you’re placing an object that was specifically selected on its iconic form.
  • The “Default Storage Filters to None” option will now be applied to output storage (“Finished Work” containers)
  • Merchants will no longer add items with faulty catalog data to their wares when being generated, preventing issues and UI errors.
  • The “Braggart” trait can no longer appear together with the “Callous” trait.
  • Buffs or debuffs that queue crafting recipes automatically (for example, Wounds or Poisons) will now also cancel the order if their duration expires naturally before the treatment is crafted.
  • Some recipes that previously used “Stone Tunnel Doors” like the different types of portcullis or the greater water gate will now require the new “Stone Tunnel Door Frame” item instead.
  • The “Build” task group priority for placing fixtures (furniture, building parts, etc.) is increased and is now higher than building blocks, which means that hearthlings should now prioritize finishing buildings (placing furniture) over building the walls of new buildings.
  • The amount of “Hunks o’ Hard Coal” dropped by coal veins has been significantly reduced.
  • You can now create “Quest Storage Zones” on built surfaces!
  • Lingonberries can now be turned into baskets by the Herbalist. Additionally, making baskets out of berry seeds or berry seeds out of baskets is now a recipe known by all Herbalists and not just the Northern Alliance ones.
  • Baskets of Lingonberries can now be used as a “condiment base” for crafting condiments.
  • Pottery and General Goods stores from Tier 2 and 3 now have higher chances of bringing “Fire Bricks” to sell.
  • Improved how Brewer’s Distilleries, Kettles and Workbenches handle (hide) their ingredients when crafting by using the recently introduced “Working ingredient” mechanic.
  • Changed the “Pewter Candelabra” recipe to use an ingot of tin and one of copper instead of an ingot of tin and an ingot of any soft metal to prevent conflicts when you have only one ingot of tin and it counts as both ingredients.
  • Changed the object repair animation of certain jobs to make a bit more sense.
  • Improved the “Golems & Automatons” icon for stockpiles and storage.
  • Improved the “Other Consumables” icon for stockpiles and storage by making the potion yellow instead of red/orange, which should hopefully be slightly less misleading when it comes to healing potions/tonics.
  • The “Testament to the Righted Wrong” item (Arbalest after the final fight) is now a decoration and not a quest item anymore.
  • Fish Roe is now slightly less common when using fish traps.
  • Firepits and campfires that belong to non-playable factions will no longer produce charcoal.
  • The “Shrine of Dragon Friendship” is now a quest item and can’t be cleared (destroyed) anymore.
  • After destroying the Ancient Crypt it shall no longer belong to the hostile undead faction.
  • The quality of some music files has been slightly tweaked and improved.
  • The experience needed for leveling up jobs has been very slightly increased. (~7%)

Fixed

  • Fixed a base game issue where the purple skull-shaped smoke puff that goes up during the “death effect” would actually go up and disappear twice for a single creature’s death. How did we never notice this?!
  • Fixed an issue where jobs that can heal and are also combatants (Cleric, for example) could get stuck on an endless cycle when trying to heal themselves. Healing an out-of-combat target is now a work (lower priority) action and should prevent this issue.
  • Fixed a localization issue with the “Foggy & Chilly” weather name display.
  • Fixed an issue with the Blacksmith not properly repairing blacksmith items like doors. (They would get stuck in a loop); Please note that this fix requires you to demote and repromote your crafter for it to work.
  • Some fixes to restocking to help prevent the restocking of extra items from nearby storage.
  • Until the metaverse is perfectly symmetrical, the God of Symmetry is never satisfied and thus has decided to smite the evil of improper placement on several items, all at once:
  • The “Potted Berry Bush” decoration is now properly centered on a block.
  • “Bog Butter Keg” will no longer be displayed one diagonal block of where it actually is.
  • The positioning of “Stone Torches” on walls has been improved.
  • Fixed the “rarity” of some legendary items.
  • Fixed a misleading message at the end of the “Orc War” campaign where Erdene tells you the Gong will be near your banner or under “Decorations” in your inventory but since ACE has changed these things it should now be under “Quest Items”.
  • Fixed an issue where titles would be incorrectly unlocked/initialized when starting a new game with a re-embarked party.
  • Potentially fixed an issue where pets would be assigned to the wrong owner when starting a new game with a re-embarked party.
  • Fixed lots of typos on some older buff descriptions, item descriptions and some recipes.
  • Fixed an issue where a Trapper with a buffed value for the initial reduction of Guts on incapacitation would actually have the wrong amount of Guts subtracted.
  • Fixed an issue where beetles had a missing animation and could trigger some error messages.
  • Fixed an issue where the Rayya’s Children specific quest storage container couldn’t be properly rendered.
  • Fixed an issue where the Herbalist would queue Marble Stone whenever you queued a craft with “Any Stone” without having stone.
  • Fixed an issue that could rarely happen when generating the portrait of an entity with no head bone.
  • Fixed an issue where the “Marble Firepit” wasn’t properly providing warmth to creatures.
  • Fixed an issue with the “Mega Pumpkin” iconic model. It was not centered, and the God of Symmetry’s hunger has been once more satiated.

Sneaky Update 0.9.6.12b

CANDLEDARK
  • Hearthlings will start to try lighting the Spirit Bonfires much earlier now. (Around 16:00 instead of 19:00)
  • Added a new craftable “Candy Basket” to easily organize your treats! It’s unlocked by default and crafted by the Herbalist.
  • Added an [ACE] Candledark soundtrack override to the settings menu! Unlike the Frostfeast one, this override will only change night-time tracks. (Note: It might play after loading the game, even during the day - but it will fix itself)
  • Fixed an error that prevented visitors from accepting treats, stopping the whole quest from being progressed.
  • Fixed an issue with the Zombie trick not working properly.
  • Fixed an issue that prevented the Skeleton trick song from playing.
Added
  • (0.9.6.12 - Missed note) We forgot to mention that there are also some new Raj Mann combat music tracks for late-game encounters!
  • Water Bucket, landscaping object. You can now harvest (with the ‘Harvest’ tool) from any water well to get Water Buckets. These can then be placed anywhere for a small amount of water.
  • You can now translate the imaginary grid that can be setup under ACE Settings to snap building templates on the world. The hotkeys for offsetting the grid can be found in the Controls menu, under “Building”.

Sneaky Update 0.9.6.12c

CANDLEDARK
  • Fixed an issue where the Zombie trick would sometimes trigger an error.
  • The “Cobblestone & Grate” fences were supposed to be locked by default (and unlocked through the event recipes), so they should now be locked again.
  • Autumn Stew is no longer considered a “baked good”.
  • The satiation of most foodstuffs from the event has been slightly buffed.
  • Hearthlings should start to try lighting the Spirit Bonfires even earlier! (~14:00)
  • Elbezar understands that not everyone might be into jogging like he is, so he promised he’ll try to set up the Spirit Bonfires a bit closer to town from now on.
Changed
  • Improved the behavior of the sound service (when selecting music)
Fixed
  • Fixed an issue where pet merchants would have an empty inventory (nothing to sell)
  • Fixed an issue that was sometimes preventing combat music from playing when it should.

Sneaky Update 0.9.6.12d

CANDLEDARK
  • Fixed an unusual error where Candledark visitors would interact with animals (like pets) and throw an error.
  • Fixed an error that is caused by a missing effect for the charmed broom animations.
  • Fixed some typos on some Candledark dialogue bits.
Fixed
  • Fixed a visual glitch with the new Orc Champion armor.

Sneaky Update 0.9.6.12e

CANDLEDARK
  • Fixed an issue that was preventing the spooky visitors from leaving, which was leading towns into chaos by having dozens of spooky creatures constantly scaring their population. (Kind of a very halloween-y bug if you ask me); This fix shall prevent it from happening again but won’t remove existing creatures so feel free to delete them. You can do so by opening the game’s console ctrl+c, typing destroy, and, with the entity you want to destroy being selected, press enter. Alternatively, if using the DebugTools mod, you can shift+lmb the creature to open a menu and just select destroy
  • We’ve schooled the Northern Alliance citizens to not take superstitions so seriously and they’ve promised to stop attacking black kitties… Poor kitties! :glum:
  • They will also stop attacking Scarecrows… What’s wrong with those people?!

Sneaky Update 0.9.6.12f**

CANDLEDARK
  • You can now sell Candledark recipes (and Frostfeast ones too, for that matter).
  • Pumpkin patches will now be harvested more often.
  • Fixed an issue that was preventing Candledark invasions from happening.
  • Fixed the missing localization string for the Candledark Treats on the storage filter menu of the candy basket.
  • Fixed an issue that prevented the Magic Frogs from disappearing after a frog rain.
  • Additionally, Northern Alliance archers will no longer attack the magic frogs. They really need some anger management support.
  • Possibly fixed a conversation issue that can be caused when certain entities interact.
  • Fixed an issue that made it so the hair colors of hearthlings would not be restored if the game was saved and reloaded while the Cultist trick was in effect. Unfortunately this is not a retroactive fix and hearthlings whose hair has been modified require manual intervention to be fixed. To fix it, you must activate the “Debug Tools” mod, open the Lua console (the blue > ), select the desired hearthling and enter e:get_component(‘stonehearth:customization'):_add_style(‘hair_color', _) , replacing the _ with one of these: 'black' , 'brown' , 'red' , 'sandy' , 'blonde' , 'platinum' , for example: e:get_component(‘stonehearth:customization'):_add_style(‘hair_color', 'red')
Fixed
  • Fixed an error that could be triggered by ordering a bag of Lingonberry seeds to be crafted without having any lingonberries.

Sneaky Update 0.9.6.12g

CANDLEDARK
  • Fixed a badly positioned UI element at the end of the Candledark storyline.
  • Fixed an arc closure issue at the end of the Candledark storyline.
  • Refined the Cultist trick code.
  • Fixed some typos and improved some messages.
Changed
  • Farmer and Herbalist seed boxes and bags will no longer be consumed when used if you already have that crop unlocked. Please note that you will still be able to consume seeds for crops that are unlocked by default for your own faction because these do not count for reembarkation, and consuming the box/bag will add them to your reembarkation.
  • The description of recipes for crop boxes/bags has been updated to reflect the above.
  • Slightly increased the chances of finding naturally occurring peat landmarks.

Sneaky Update 0.9.6.12h

CANDLEDARK
  • Some of the text from the event has been further improved and some other typos have been fixed.
  • The Spirit Bonfires will now be removed after the event is completed. If you’ve already finished it before this update, feel free to use the console (ctrl+c) command destroy (with the bonfire selected) to remove them.
  • The “Candledark Pumpkin Candy Basket” is now a higher priority container, which means that available items will be taken from other supply containers to it.
Added
  • There’s a couple of new filters for supply containers, under the “Food & Drinks” category:
  • “Barreled & Bottled Drinks” can be used to store drinks that are kept “dry” in barrels or bottles (and not open in jugs, buckets, &tc)
  • “Serving Vessel Drinks” can be used to store drinks that are kept in placeable serving kegs, like wine pitchers, beer or ale casks and coffee or tea pots.
Changed
  • The “Prepared Food” category in supply containers has been renamed “Food & Drinks”.
  • The “Festive Food” subcategory in supply containers has been renamed “Festive Food & Drinks” and will now hold event drinks as well.
    Finally, as always, remember to please report any issues you run into! We really, really hope you all enjoy the event! We made it with a lot of love :merry: :heart:
4 Likes

I really like the event and even hope it will lasts forever,thanks for your hard work

1 Like

Thank you for continuing the development of this great game. Awesome note!! Splattercat just featured your mod on his channel.

Not sure if the link will work. I was super excited to see him feature your mod. Keep up the awesome work.

2 Likes

Making a new post because I can’t edit the previous one further :jubilant:

Sneaky Update 0.9.6.12i

CANDLEDARK
  • Slightly increased the chances for vampire bites.
  • The ghosts that come for the Candledark celebrations (lighting the tree and the final part) will no longer spook your citizens.
  • Another issue that was preventing certain creatures from despawning - specifically the Black Cat and the Scarecrow, has been fixed. But once again this fix is not retroactive and you must take manual action to remove these creatures from your town: You can do so by opening the game’s console ctrl+c, typing destroy, and, with the entity you want to destroy being selected, press enter. Alternatively, if using the DebugTools mod, you can shift+lmb the creature to open a menu and just select destroy.
Added
  • The Community Shrine list has been updated!
  • All Geomancer Golems (and the Autonomous Cricket Golem) will now have a “Powered by Hearth Magic” buff that provides healing over time and some added immunities. You’ll need to redeploy your golems for them to get the buff.
  • Some new merchant names have been added.
Changed
  • Slightly increased the odds of snowing in the mid-late Winter when playing on the Temperate Forest biome.
  • Slightly reduced the odds of getting meteor showers under certain circumstances.
  • Improved the names of some Farmer perks.
  • Replaced the “Meats’n’Pies” Cook’s perk with a more up-to-date reading of their skills with ACE.
  • Increased the minimum and maximum amount of buckets of Milk that can be retrieved from a single Moomoo when being herded from 1/4 to 2/5.
  • Slightly increased the crafting speed boost provided by the Herbalist, Mason, Potter, Carpenter, Cook and Weaver’s upgraded tools.
Fixed
  • Fixed a visual issue with the new Orc Knight armor.

Sneaky Update 0.9.6.12j

CANDLEDARK
  • Improved the text to make it clearer that the Green Wards reduce the chance of being enthralled but do not remove it completely.
  • Added a new visual effect for Vampire bites so they’re more visible and work as an alert.
  • Fixed an issue where the chance to prevent bites was being incorrectly modified by the Green Ward effect.
  • Fixed an issue that was preventing Vampires from regaining their power after leaving the influence of a Green Ward.
  • Purple Wards should no longer count as an engineer turret (nor contribute to its limit)
  • Slightly reduced the maximum health Witches can have.
  • Fixed an error that was triggered after Elbezar’s explanation for the last threat. (Otherworldly Protection)
  • Potentially fixed an issue where Candledark combat music would remain after the event is concluded.
  • Fixed some issues with the scaling of the skeleton ogres, their weapons and the pumplings.
  • Fixed an issue that could be triggered when an Orange Ward was destroyed.
Changed
  • Geomancer Golems and the Autonomous Cricket Golem should now try to avoid enemies more actively. They will also undeploy themselves if their health goes below 20%. If the last hit they take damages than for more than these 20%, they will still be destroyed - so there’s still a chance to lose them (against stronger or multiple enemies)
  • Orc Blackguards and Orc Champions shouldn’t be so abnormally large anymore.
  • Warchief Oghar Norwind shouldn’t be so huge anymore either.
  • Improved the priorities of certain musical tracks so they’ll not override other, more important or event-related tracks.
  • Random ambient threats (wild animal packs, raids, crypts, etc.) will now have a slightly larger interval between spawns and a slightly greater chance of not spawning at all. Additionally, they shall no longer spawn during the “Under Siege” or “Titanstorm” weathers.
Fixed
  • Fixed a lot of grammatical inconsistencies across the whole game.

Sneaky Update 0.9.6.12k

CANDLEDARK
  • Fixed a visual glitch with the light effect of Pumpkin Lanterns.
  • The damage of the Vampire Bite was reduced and its cooldown slightly increased. The increased cooldown should make vampires bite slightly less often, and the reduced damage should ensure that the victim survives long enough to actually be infected.
  • Hearthlings with the “Vampire Nibbles”, “Vampire Bite” and “Enthralled” debuffs will now have their Health status correctly displayed as purple on the “Citizens” screen.
  • Fixed an issue that would occur whenever an Orange Ward was destroyed and the game tried to replace it.
  • Fixed an issue that caused the vampire bite to queue the wrong medication to be crafted.
  • Fixed an issue where the Candledark Garlic & Nightshade Salve would sometimes not be correctly applied.
  • Fixed an issue where the Candledark combat music would remain after the encounters are finished or the campaign is done.
  • Corrected the insane value of the “Candledark Charmed Broom” pet… We gave it an extra zero by accident. Whoops!
  • Fixed an issue that caused the “Bitten by a Vampire” and “Enthralled” negative thoughts to remain even after the bite has been treated or the transformation has been completed and reversed. Unfortunately, again, this fix is not retroactive and will require a bit of action to remove these thoughts in case you’re already afflicted with the issue. Make sure to load your game with the DebugTools mod on, then open the Lua Console (the blue >) and click the afflicted hearthling. Then type on the console radiant.entities.remove_thought(e, "stonehearth_ace:thoughts:candledark:turned") for the “Enthralled” thought or radiant.entities.remove_thought(e, "stonehearth_ace:thoughts:candledark:bitten") for the “Bitten by a Vampire” thought and press enter to remove it.
Added
  • More names have been added to the Community Shrine! Thank you! :merry: :sparkles:
  • The Dwarfsbeard crop now has a preferred season: Autumn (Winter for the Desert biome)
  • Hearthlings will now have their Health status display on the “Citizens” screen also show when they’re poisoned. (Green hearts); Additionally, more information will be displayed on mouseover for some cases.
Changed
  • Pasture animals will now react a bit more to the world around them, trying to flee hostile or menacing things around instead of just idling passively as a goblin hits them.
  • The re-embarkation encounter will now correctly register (and carry) the quality of equipped items.
  • Hearthlings can no longer drink from “Water Buckets” that were retrieved from wells.
  • Improved the names of certain stages of the “Golden Gourd” crop to be slightly clearer.
Fixed
  • Fixed an issue where the intersecting water regions that didn’t change in the current tick were being ignored by the water signal component, which resulted in issues like farms incorrectly calculating their water supply while digging around them.
  • Fixed an issue that allowed players to harvest water buckets from each others’ wells.
  • Fixed an issue that was triggered by having a Harvester Golem attempt to harvest a water well.

As always, please report any issues and problems you may find! Thank you and enjoy! :merry: :sparkles:

5 Likes

Hello,Danni,
This is my first time use Discourse,and my English is poor.If I have any wrong, please forgive me.

Above all,On behalf of all players who love stonehearth, I would like to express my gratitude to every member of the ACE team.The Candledark events are very fun,while playing, I also learned a lot about your traditional festival culture.

Although it may not be very polite, I would like to ask if there is the Frostfeast events?I am enjoy this activity!

In my country, many players want to provide sponsorship for your team, but PayPal is very complex to use in China, which makes it difficult to provide you with too much help. However, I will do my best to give it a try! Everyone loves this module very much!

Wishing you a happy life, and once again thanking every ACE team member for their dedication!

2 Likes

Hello! Thank you very much for the wonderful and kind message!
Please do not apologize for your english, it’s all good :merry:

Good news is: Yes, Frostfeast will be coming back soon! :jubilant: :snowflake:

It warms our hearts to know that ACE is so appreciated and loved by you and others in the Chinese community! I’m sorry about the troubles with using PayPal, if there’s anything that we could do to perhaps make it more accessible to you guys, or any other service, let us know and I’ll see if we can figure something out!

3 Likes

PATCH 0.9.6.13

CANDLEDARK

  • Candledark is now over!
  • If you already started the quest, you can continue it until it is finished. But you can no longer trigger it to start! Worry not, however! If you really want to continue playing Candledark… Click here for your solution!
  • The recipes learned during the event are yours to keep!
  • Candledark will be back with new stuff next year! Until then… Keep your eyes open for the upcoming snowy season… :snowflake::christmas_tree:

ADDED

  • Another name has been added to the Community Shrine! As always, thank you very much for believing in our project! :merry: :heart:

CHANGED

  • Slightly increased the time Moo-moos take to produce milk to compensate for the over buffing in yield of a previous update.

FIXED

  • Fixed an issue that caused water wells to sometimes have their models unintentionally changed after being harvested.
  • Fixed an issue that caused the “Dragonborn King” quest to not properly continue if you re-embarked with the copper dragon after it started growing.
  • Fixed an issue with item quality when the quality table is too high.
  • Fixed an issue that caused Herbalist Exploration Gardens to reset their settings and owner (if any) when they get depleted. That fix is from previous patch but I forgot to write it down. Oopsie! :jubilant:

As usual, thank you very much for your support and please report any issues or bugs you may find!

4 Likes

Hello dani,I’m really expect the Frostfeast festival.

And there is two small question.

It looks like the CANDLEDARK’s item still need “soulfire” to maked,but the tree monument seems not produce materials,are there any plans for future updates?I really like the pumpkin field.

The next question is about the “hearthbud flakes & hearthbud blossom & hearth essence”,this three items in ACE cannot sell,even the sonia cottonpurse‘s shop.I can understand it can‘t sell.But in the later of game it aways a trouble,reflected in inventory capacity.Often accidentally caused town item full,And it is difficult to destroy.So I would like to ask if it can be sold openly?Even just only 1 gold coin to sell.

I cannot speak english,so i hope i can speak clearly.thanks.

3 Likes

Thanks for your answer.I am so sorry for replying so late.

I am more than delighted to hear that it have the Frostfeast this year.

About PayPal,I discussed with players in the Chinese community for a period of time.At present, the main means of payment in China are WeChat and Alipay.After checking the internet, I found that WeChat payment is also very troublesome for you.But Alipay,Have you ever heard of it?it has an international version aimed at other countries around the world, which is very convenient for Chinese users to pay each other.

However I am not very clear about how foreign users operate it. If it is also troublesome for you, please let me know and we will try our best to learn how to use PayPal.

I’m sorry for the trouble caused to you. The players in our Chinese community really love stonehearth and ACE mod.We are all grateful to every member of ACE team. :jubilant:

4 Likes

I have another question,Why can’t only animals in pasture improve to Masterwork quality after I have unlocked the Masterwork quality items.At all ,the worker are likely to mine things ,which are Masterwork quality.Is this a bug or was it intentional? :merry:

2 Likes

:snowflake: MERRY FROSTFEAST! :christmas_tree:

Yes, I know! It’s crazy but we’ve come full circle ellipse and it is that time of the year again!

We have a lot of nice things cooking for next year so this year’s Frostfeast event didn’t receive as much development time as I’d have wished, to be honest - but that’s alright, it means there’s always more for next time :jubilant:

As it is tradition for this time of the year, all of us from the ACE team would like to wish all of you a very heartfelt and warm MERRY FROSTFEAST, may you finish this year in a good place, surrounded by the people you love and eager to take on the next one! Frostfeast is, after all, better enjoyed with those we hold dear (and delicious food and drinks!)

Regardless, there are some other treats to look for on this update: lots of Herbalist changes/balancing, a way to say goodbye to beloved pets, a bone bow for NA archers to start early, a new Golem and some very needed fixes.

So without further ado, here are the patch notes!

PATCH 0.9.6.14

FROSTFEAST

  • Yes, you heard it right! Tomtee is back!
  • The Frostfeast questline has been reactivated and can be started by Tier 2+ towns. Look out for a goblin with a comfy coat and a very long cap!
  • The quest has been slightly modified, some icons were added, but it is (for now) mostly the same :merry:
  • There are some new recipes for you to learn, so even those that have already completed the quest/re-embarkings will be able to unlock new stuff! Candy Cane staff? Wooly scarves? Pudding?! Yes - and more!
  • As usual, the quest will be deactivated a month or so from now, but if you start it before then you’ll still be able to finish it!

ADDED

  • There’s now a town alert for when a pet dies. Clicking it will take you to the place of their death, and the alert will mention their name.
  • Ashes of _, decoration. From now on, whenever a town pet dies, a small stone urn will be created - similarly to how the death of a hearthling causes a gravestone to be created - and the urn’s name and description will memorialize the pet’s name, species and who was their tutor.
  • Archer’s Bone Bow, talisman. There’s a new way to promote a hearthling into an archer: a bone bow that can be crafted by the Mason. The idea is to give the Northern Alliance earlier access to their own main combat job, the Archer. Additionally, the Bone Bow has a +1 damage advantage over the default Archer’s bow, making the Northern Alliance archer slightly more efficient.
  • Beaver Golem, geomancy golem. There’s a new kind of Golem that can be created by Geomancers, a builder golem! The Beaver Golem is able to dig foundations, carry materials, build blocks and place fixtures/furniture that are part of a building plan.
  • Hardened Golem Chitin, Golem Hammer, refined materials. New items needed for the Cricket Golem and the new Beaver Golem, respectively.

CHANGED

  • There are some balance changes for the Herbalist on this update:
  • The order of the categories in the Herbalist’s crafting menu has been changed. We want to emphasize their more important healing/alchemical skills first and the less important seed extraction/crop boxing aspect later.
  • Herbalists can no longer produce Fertilizer. Fertilizers are now produced by the Shepherd using the newly added Composter workbench.
  • Herbalists can no longer produce equippable potions. Potions are now produced by the Brewer.
  • The Exploration Garden now uses a chunk of dirt to be crafted and refilled instead of Fertilizer.
  • The Exploration Tub can now be depleted as well, and requires a Bucket of Water to be crafted and refilled. Buckets of Water can be acquired by using the “Harvest” tool on any Water Well.
  • Fertilizer will now be available on Pasture/Shepherding merchants instead of Herbalist merchants.
  • The Clan Amberstone merchant will now buy unique Clan Amberstone resources that can’t be sold to other merchants like Hearth Essences or Hearthbud Flowers.
  • The recipes for refined items required by Golems are now unlocked when promoting a Geomancer for the first time. If your recipes disappeared, you can fix this by demoting and then re-promoting your Geomancer.
  • Golem Parts are now crafted by the Geomancer themselves and not by the Mason or Potter.
  • The health, speed and size of all golems (except the Cricket) have been slightly changed to give them a bit more personality.
  • The recipes for all Golems have been tweaked to be more inline with ACE’s current content.
  • The model and icon of the Golem Backpack has been changed to be the same as the actual backpack worn by the Ox Golem.
  • The value of certain Golem components has been rebalanced. Picks were too cheap (only worth 100 gold but costing 6 Steel Ingots) while backpacks were too expensive.
  • We have improved how the “Swap Model Variant” command works for Festival items (Frostfeast and Candledark) and it should now be a lot more consistent, they should not disappear or fall down if placed on walls and the models available will cycle through nicely instead of just randomly assigning a new model. Additionally, you’ll keep the entity clicked when doing so, which allows you to cycle through models much faster!
  • The Shepherd is now responsible for crafting piles (Bundles) of Dry Grass instead of the Cook.

FIXED

  • Fixed an issue with the music selection system that was preventing the game from correctly picking out songs to be played after certain songs were “unlocked” by other game events/invasions. This issue resulted in, for example, people getting stuck with the Candledark combat music even when being invaded by non-Candledark enemies, or no other invasion song playing other than the new ones added recently for certain end-game raids.
  • Fixed an issue that prevented the “Market Shelves” from being properly used in multiplayer (selling to each other instead of selling to travelers).
  • Fixed some mechanical issues with the Water Pumps when placed in certain directions.
  • Fixed some issues that prevented several items from being correctly restocked or accepted by filters like Wild Honey, Gears, Locks, some foods and drinks.
  • Fixed an issue that prevented the “Shrine of Dragon Friendship” from being re-embarked.
  • The God of Symmetry has been called upon once more and it has heard your call! The “Hearth of Glory” monument’s model is not slightly offset anymore.
  • Improved some sound effects to not overlap themselves when coming from multiple sources too much, creating a horrid cacophony. (for example, multiple hearthlings drinking or multiple bee skeps in close proximity)
  • Fixed several minor UI issues and inconsistencies.
  • Fixed some typos on dialogues and items across the mod.

Once more, we hope you all enjoy it and have a wonderful time and holidays! :sparkles:

7 Likes

Hello Dani!I am very excited to enjoy the frostfeast event again!Thank you!

During the gameplay, I discovered a bug.Except for auto-cricket golem,else golems do not put into reembarkation.Many players have reflected on this problem,so I came to consult with you.One more question,shepherds can easily cross molds with composter.

Merry Christmas!:snowflake:



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3 Likes