[ACE] Pre-Release 0.9.6.20 - Frostfeast

I don’t know if this helps, he’s still there… he never left, he’s been in that game session since he started and never teleported out when the seasons changed. At the moment he’s trapped in a small tunnel shaft, only way I could keep the hearthlings from falling to Koda’s charm spell.

And no, even down there he could leave like he normally would.

Well yeah, his AI for leaving broke because of what I said. He can’t leave anymore because his AI is broken, because every time the game is loaded and his script is restored, it tries to access a task group that hasn’t been initialized yet. Presumably he was trying to leave at the time that you had saved and then reloaded previously, a small window of time for an unusual quest, which is why no one has (to my knowledge) reported this base game bug before.

I love the new specialisation mechanic, makes more reasons to keep more than one crafter of each type, especially cooks. One could be a pastry chef and the other a butcher. Different titles based on specialisation would be SICK… if a carpenter reaches lets say 70% proficiency in lets say storage box making or something a title like “boxhand” or “crateboy” or “the one who stores”(wink, wink, nudge, nudge)

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Okay, now I understand. I think. Any rate, if there is no fix, I’ll start all over again after the patch.

You can try using unstable ACE, which should have a fix for this. Not sure when that fix will make it to stable.

Hopefully sometime later today or tomorrow!

Agreed!

Have another bug… and this one may be an old one, not game breaking that I can tell. It’s the autonomous gopher bug. When hostiles attack it one would logically pause the game and click the red arrow to turn it off (no longer a target), and then is when the bug -sometimes- happens. When one clicks the green arrow and sets the area to set the bug down a “phantom” bug appears in inventory. The one you set down creates a non-existent copy in inventory, you can place it down, however… it doesn’t really exist, so nothing gets placed.

In my session I have three bugs, except… one is a phantom. At worst all it will do is cause confusion when trying to keep track of how many one actually has. Also, the issues does multiply, last session I ended up with two or three phantom bugs.

Figured I’d just point it out, in case it’s a major issue.

Edit: I tracked down the four auto… bugs, undeployed them and waited for the workers to store them. The “phantom” was no longer in inventory and I was back to six instead of seven. Hope this helps.

Will take a look soon

Also, couldn’t finish the update for today, sorry! :glum:

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You do everything you can, pretty sure everyone agrees there.

You saved my hearthlings Dani! Thank you! Now they can venture forth yet again!

It was actually @paulthegreat who saved them :jubilant:

But I guess you’re welcome? :merry:

Thank both you and @paulthegreat then! My hearthlings will be cheering you both! :smiley:

I do not speak English I’m not good at pc sorry
Stonehearth ACE Thank you

I’m sorry, I’m not able to reproduce, here the doughs are being used and stored normally :glum:

Do you have a Brick Oven?
Are you using Ethereal Storage mod?

I do not speak English I’m not good at pc sorry
DaniAngione Thank you for your reply
Stonehearth ACE Thank you I am Happy

Do you have a Brick Oven? → OK
Are you using Ethereal Storage mod? → NO

using Mod
Authorized Community Expansion (ACE)
Hearthlings of Many Faces (initially on → off)
Ballista Turret
Creative Mode
VOICEROID Hairstyles And Accessories
Japanese Translation
Japanese Fonts
Extra Map Options
ClearSkies

There is no problem if you save and load frequently
please don’t mind

It’s a reproduction experiment.
① stock delete
② New order
③ Complete
④&⑤ dont make
⑥ do not move to storage
⑦ Save → Load
⑧ Crafting Frostfeast Cookies
⑨ moved to storage

I’m sorry, my English is not good

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Greetings, fellow hearthlings! :merry::sparkles:

I wish this was a major/named update… If this was the case, I’d love to call it “The Quality of Life Update”! Unfortunately it is not - but let’s pretend it is!

Major highlights probably go to the new and extremely requested “Craft and Place” system! But the good stuff is not limited to that, we also have a rework of the citizen work groups - adding a new ‘Gather’ work tag that should give players some more control over their lings; the first “terrain modification” abilities without a Geomancer; Quest Items category for inventory sorting; Highly buffed and improved efficiency of animal fodder; And Quest Storage Zones for more controlled placement of the recently added quest storages and tons of new titles so civillians can also rock some fancy names!

And, of course, a bunch of balance changes, other minor additions and some very needed fixes…
So, without further ado, let’s head to the patch notes!

Patch 0.9.6.10

Known Issues

  • Unfortunately, due to a small conflict, the new “Craft and Place” command will not work when using the popular “LostEms” mod. The author has already been informed and should be working on a fix!

Added

  • “Craft and Place”, a new tab under the “Place” menu, will now allow you to freely choose and place any placeable object your town is able to craft, immediately queuing a crafting order for it - as if planning a building. This has been a very requested feature for a long time now, and we’re glad to finally provide this powerful and creative tool!
  • Grassland, crop. You can now plant… grass! Yes, that’s correct - tall grass can be planted on farms (normal fields and decorative flower fields, which require manual harvest) and be a reliable source of thatching material. All kingdoms know this crop by default.
  • Additionally, the Herbalist can craft grass seeds, which allows you to place grass shrubs anywhere!
  • Finally, the Herbalist is also able to create a 1x1 and a 4x4 grass patch that you can use to transform dirt terrain into grass terrain. The first actual terrain transformation without a Geomancer! We have some other plans for this kind of feature, so we’re looking forward to hearing feedback about it.
  • There are a couple of new inventory categories to help organize your town inventory even more. Always on top, above everything else, is the new “Quest Items” category! Never again will you waste time looking for those pesky Frostfeast recipes or the elusive Amberstone charging stones…
  • The “Trophies” category has been broken into two kinds of trophies: Loot and Key Items. Items marked as “Loot” are mostly valuables that you can sell or just things to celebrate your achievements while “Key Items” will usually have some use or importance somewhere else…
  • “Gather”, new work tag. We’ve created a new work type for hearthlings and added it to the citizens menu. “Gather” comes to correct an old annoyance which was the fact that most harvest tasks were performed under the “Haul” work tag, which resulted in lots of doubts and incoherent behavior that could confuse players.
  • Additionally, we have rearranged some of the work actions into different tags. For example, mining boulders and rocks is now part of the “Mine” work tag, which allows hearthlings that could mine but not harvest perform some harvesting tasks now (like mining a boulder); This also gave us the flexibility to break the new “Gather” work tag into some subgroups, which in turn also allowed us to give certain capabilities that were seemingly missing in the base game - for example, Carpenters can now chop trees.
  • Finally, this new organization also considers objects that are part of a building plan different from objects that were placed freely (using the “Place” menu, for example); placing objects in a building plan is now part of the “Build” work tag, while placing objects freely is part of the “Haul” group, like before.
  • The “Citizens” UI window has been slightly changed to accommodate the changes above. The work tags are now shown as icons, have been reordered to inform their priority (from lowest to highest, left to right) and hovering over will give you examples of what is performed under which tag. Additionally, the “Mood” column has also been turned into an icon with an informative tooltip.
  • Quest Storage, zone. This new zone allows you to define a fixed place for quest storage containers to show up whenever you get a new quest that requires containers. This way you can make sure they’ll always be reachable and close to your storage, for example. If no Quest Storage zone is created, containers will keep their original behavior (spawning near the banner).
  • Lots of new titles have been added, greatly expanding the potential for hearthlings to earn renown! (As a reminder, you can see a hearthling’s renown and acquired titles by clicking the i icon right next to their health; You can change the current title by right-clicking their name!)
  • Not only soldiers can have fun! All of the new titles are related to civilian activities, finally giving workers, field workers and crafters a chance to be something different!
  • There are many titles related to specific job activities like trapping animals, shepherding animals, sowing and harvesting crops…
  • There are several new titles tied to the recently added “Proficiency” system, so crafters can show off their specializations!
  • Finally, there are multiple titles related to many of the common, daily activities like digging, cutting trees, harvesting bushes and what not… Try to get ‘em all! Unfortunately, most of the new titles rely on information that was not previously logged and will start counting from 0 - even for existing saves/hearthlings.
  • For reference, the maximum amount of renown a single hearthling can accrue now is around 68,000. See how far you can get!
  • Added an AI action text for when entities are departing the game area.
  • (For Modders!) There’s now a force_fertilizer_setting parameter that can be added under the growing component of crops.
  • (For Modders!) ACE now has a new “generic pattern region selector” used to create regions and zones that follow certain patterns. The Farm zone placement system has been transferred to this platform, and the new Quest Storage zone placement also uses it; you can check them out as examples!

Changed

  • The list of names for the Community Shrine monument has been updated, a huge Thank you! to everyone that has been supporting us! What? You’re not there yet?! Head to our official donations page to make sure you’ll make it to the next update, then! :merry:
  • The way “Summoning Stones” work has been modified and should now allow for more flexibility and less issues.
  • As an example of the flexibility mentioned above, “Mechanical Parts” (like turrets and traps) are now special items that can only be placed by Engineers and have a special (wrench) animation in doing so, similar to how only Geomancers could place summon stones.
  • Hearthbud Flakes and Fire Bricks are now under the “Refined” category instead of “Resources (Plant)” category.
  • Clay Bricks are now under the “Resources (Mineral)” category instead of the “Resources (Plant)” category.
  • The colors of many of the “Zones” have been changed. Farms will now have a different shade of green; Pastures will now be yellow.
  • Animal fodder has been rebalanced in terms of quantity, satiation and quality gains.
  • In terms of quantity, all animal-specific bags will now have enough servings for one day on a maximum size pasture (50x50). So, for example, the Rabbit Feed bag will now be enough to feed 24 rabbits for one day; The Moo-moo Feed bag will feed 10 moo-moos for one day. The generic/simple fodder bags will have 48 servings, which is enough for more than a day (up to almost 5 days) for any animal.
  • In terms of satiation, all fodder bags have been improved and will provide greater satiation for the animals, which means they might eat less per day.
  • In terms of quality gain, it is now very specifically defined that the best food for quality gain will be the animal’s specific megacrop food, followed by the animal’s specific normal food and then hearthbud fodder. So the best you can give your animals is their specific food, always. Quality gains have been thus buffed across the board and nerfed on Hearthbud Fodder.
  • Recipe descriptions have been updated to reflect these changes.
  • Improved the way our recent logging of recipe list loading issues handle other special cases (entirely missing recipe fields)
  • Landmarks will no longer show “invisible” blocks as part of their preview when placing them.

Fixed

  • Fixed an issue that prevented “Fire Bricks” to be automatically queued by our “smart crafting” system.
  • Fixed an issue that was causing the “Limit Network Data” setting to be considered even when playing single-player, which affected some game functions like saving the camera position to be kept when loading the game. The setting should now only apply its limitations if the game has more than one player.
  • Several minor issues with some jobs were fixed while implementing the new titles; Things like certain events not being properly called (when using healing items), shepherd slaughters giving double the experience and some job bonuses not being correctly applied. Overall, the game should be a lot more consistent with what you read about job perks, now!
  • Fixed an issue that caused the tooltips of some crafting recipes to display the wrong item when it has an equivalent (for example, tools crafted by multiple crafters)
  • Fixed an issue with certain jobs that were broken or showing up as empty, or simply not having the correct wares.
  • Fixed a UI issue that would sometimes show all “Wanted items” in the Merchant screen as “Resources (Plant)”; No, this iron ingot is not made of carrots!
  • Fixed an issue where some visitors (like the cat spirits) could remain in the game or bug out under certain circumstances.
  • Fixed an issue that would cause errors when handling an herbalist crop without a set category (like mods adding herbalist planter crops to ACE)
  • Fixed some issues with the destruction/removal of towns (used in multiplayer, allowing the host to “remove” a player)
  • Fixed an issue that caused the NA “Wolf” shrine choice to not keep the “Body” attribute bonus on re-embarkation.
  • Adjusted the positioning of some UI elements in the Re-embarkation encounter window that were slightly off-placed.
  • Fixed an issue where certain items that required a specific placement ground (like daisies that can only be planted on dirt or grass, not rock) would still exist and only be invisible instead of being removed when placed on incorrect surfaces.
  • Fixed an issue where failed returning trader quests were not properly removing themselves and their related quest storage container.
  • Fixed a base game issue with the “Decay Service” that prevented it from functioning correctly when recently crafted items were placed in storage. This fix required us to use an override instead of a patch.
  • Fixed a missing localization string on the Rayya’s Children Shepherd level 2 perk.
  • Fixed or improved several localization strings across multiple places and items.

Sneaky Update 0.9.6.10b (Hotfix)

  • Fixed a game-breaking issue when triggering an event during restocking actions ('unable to make cast' error)
  • Fixed an issue with some titles that lost their respective text strings.
  • Fixed an issue where Mole and Ox Golems were not properly performing their intended tasks.

Sneaky Update 0.9.6.10c

  • “Friendly Strangers” will no longer arrive on bad weather.
  • The “Dragonborn King” questline will no longer trigger on bad weather.
  • The values needed to acquire “Builder” titles have been greatly increased.
  • Fixed an issue that prevented the Mole Golem from being able to mine boulders.
  • Fixed some localization issues with the “Garlic Breather” title.
  • Added new names to the Community Shrine!
  • (For Modders!) There’s now a handy “weather check” game master script for checking multiple weather types at once.

As usual, we hope you’ll have fun, enjoy this new version and please report any issues you encounter! :jubilant: :sparkles:

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I just pushed a hotfix to the game-breaking that was introduced by accident…

Whoopsie! :jubilant:
We’re really sorry about that!

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Thanks for the update. Sounds awesome.

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Hello nice update. All problems solved

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I have a request for the next big (or small) update. Can we maybe get the workers to prioritize picking up disabled autonomous cricket golems. I disabled three during a attack so they wouldn’t be targets, and it’s now been what… a week in game time? Hearthlings have picked up everything but them. And yes, I can click on them and just enable them, however I for the time prefer them in storage… which may be awhile.

(This post may get an achievement for most edits.)

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