[ACE] Pre-Release 0.9.6

Steam will download it automatically.

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Just published another Sneaky Update! Make sure to go up and read the notes, they have been added to the bottom of the notes of the previous patch :merry:

This is the last sneaky update until at least Friday-Saturday because I’ll be going on a trip to sort out some family matters. Please try to not break the game too much - but if you do, make sure to flood Paul with the reports :jubilant:

Stay safe and have fun!

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Hello everyone! :merry:

I’m really sorry we introduced a somewhat game-breaking issue (soldiers not getting combat experience) with our last update before I went on a trip… But fear not! Paul (and Bruno!) have been really hard at work during this time and we now have an amazing update to release thanks to them!

Not really a hotfix… Took a few days… But here it is! :jubilant:

Patch 0.9.6.6

AKA The Cold-fix or “Paul’s Update”

Added

  • The “Build Fence” tool has been greatly improved with some new functionalities and fixes. You can now “Place” individual bits of any pattern without having them be part of the pattern (which is great for gates!)
  • You can also reverse the pattern with a single click, and start your placement from any segment of the pattern instead of always from the first one.
  • We’ve added a gameplay setting that allows you to ignore the qualities of fixtures (like furniture or decorations) when building a template.
  • Hovering over items on the fixtures’ list in the Build Mode will now show the quantity available (if you already have any) and/or the crafter’s job used to create that item.
  • There’s now support for “default block colors” to be added so biomes will use these colors for new kinds of blocks (added by ACE and/or mods) if the biome itself is outdated and doesn’t have these block colors defined.
  • Selecting a storage entity will now keep you in the “Zones” UI mode but won’t change you to it if it wasn’t active already.

Changed

  • You can now send Orc citizens (or any other citizens that do not have “Geomancer” as an option on their promotion tree) to become Geomancers without causing issues.
  • Re-embarking should not longer trigger added stats through effects, buffs, potions, food, etc. to become permanent; Instead, they shall now carry over with their base stats - from now on, the only attribute change that is considered permanent for re-embarkation is the +1 to all stats that you can get from one of the Tier 3 shrine bonuses.
  • The smart crafting system had its functionality improved overall. You’re now able to directly adjust the amount on “maintain” orders.
  • Additionally, crafting orders that get “stuck” should now be reconsidered more consistently.
  • We’ve improved the behavior of the “Esc” key when trying to close/leave UI modes.
  • The “Remove Ladder” command now toggles the removal instead of being impossible to cancel once ordered.

Fixed

  • Fixed a base game issue that, combined with our recent change to allow friendly entities to also get experience from battles, resulted in a game-breaking issue where no one would get experience from combat. This issue is therefore now fixed.
  • Fixed an error that would occur if you sent a citizen that doesn’t have a certain job in their job tree to learn that job through a quest node. For example, the Geomancer quest would cause issues if you sent an Orc citizen.
  • Fixed several edge cases and possible issues with “associated orders” and the smart crafting system as a whole.
  • Some general fixes and tweaks to the crafting UI.
  • Fixed an issue that caused multiple items of the same time to be split into more than one listing in the building materials list.
  • Fixed lots of minor typos and improved the grammar of the loading screen tips.

Sneaky Update 0.9.6.6b

  • Fixed an issue where temporary (client) entities were being counted in heatmaps (like Appeal view)
  • Various small fixes to universal storage

Sneaky Update 0.9.6.6c

Changed

  • We’ve improved the eating and drinking AI by further optimizing some of the logic, hopefully this should bring some benefit to the game’s overall performance!
  • Tweaked the values of the mercantile system a bit. It should now be slightly easier to get your first merchant but slightly harder to get further merchants. The maximum number of daily merchants is now 12.
  • Adjusted the shop service to make sure that only sellable items can be added to a shop’s inventory.

Fixed

  • Fixed an issue where the recurring Iskender Caravan merchant for Rayya’s Children would trigger an error and never arrive.
  • Probably fixed an error that caused the Ogo Army Raid to be able to arrive multiple times for the same player.
  • Fixed a base game issue with the “check for net worth” game master node that caused events to be triggered more than once, resulting in duplicated encounters.
  • Fixed suspended crafters’ temporary workbenches.
  • Fixed suspendable entities not registering with town until after town was already suspended on restore.
  • Fixed some other smaller issues with the “suspendable” component on restore.
  • Added a nil check for a rare AI error.

Sneaky Hotfix 0.9.6.6d

  • Fixed hearthlings/pets not eating

Sneaky Update 0.9.6.6e

Added

  • Added some more names to the Community Shrine!

Changed

  • Herbalist Planter Pots - which seem to be more often used as decorations - will now default to not being harvested. Remember that this doesn’t mean they won’t provide herbs, they still will, but only be picked when needed.
  • The Periodic Interaction (Like herbalist gardens) and Herbalist Planters UI views are now non-visible for players that do not own that object. You may no longer secretly change your neighbors’ planters to grow ugly herbs!

Fixed

  • Fixed an issue that was causing default storage to be used before fully initialized, possibly causing some multiplayer errors.

Have fun and, as usual, report any issues and bugs you might find! :jubilant:

4 Likes

Hearthlings don’t eat. They stubbornly refuse to eat whether they are hungry or starved to death.
One person has already died.

1 Like

Same Problem here, tons of food but people starving

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Sorry, folks! :forlorn:

That was on me… It should be fixed now, make sure to be running version 0.9.6.6d

2 Likes

I am always impressed with your updates. I also joined as a supporter this time. I hope you achieve your goal. :hugs:

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This is such a great update! Thanks for all your hard work! :sparkling_heart:

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Greetings, folks!

Not a lot of fixes/reports with fixes for this version, which means we’re probably approaching the “stable” point of release 0.9.6… We definitely have some things we want to improve, and get rid of the known issues from the top post, but things are going well!

So, for this update, we actually changed a bunch and added some goodies!

Patch 0.9.6.7

Added

  • Wooden Door Frame, Wooden Double Door Frame, Ornate Wooden Door Frame, Ornate Wooden Double Door Frame, Stone Door Frame, Stone Double Door Frame and Amberstone Burrow Door Frame, construction parts. You can now craft (and learn, for the Amberstone one) door frames! No longer are we restricted to having doors on every doorway! We can now have doorless doorways… Or something like that.
  • There’s a new gameplay setting called “Reduced Ambient Light in Build Mode” (Default: enabled) that, when disabled, will prevent the terrain from going dark when you enter build mode, which can be helpful for those wanting to match terrain colors or build at night.
  • There’s also a gameplay setting for reducing merchant notifications. (Default: All notifications) You may choose to get no notifications at all or only get exclusive merchant notifications.
  • Finally there’s a new gameplay setting called “Updated Maintain Orders” (Default: enabled) that, when enabled, will make it so any new “Maintain X of” crafting orders will instead update the values of an existing order. When disabled, it will return the game to the original behavior of “maintain X of” crafting orders, which means you can have multiple orders for the same item.
  • We’ve added a “movement preference modifier” (similarly to the one used on tables) to the corners of all doors, which means that hearthlings will now prefer to go through the middle of a door instead of hugging the frame. Nothing much but should make your town’s activity/movement look much nicer!

Changed

  • The “Dynamic Weather” mechanic has been overhauled and is now handled by the weather_state controller instead of by a weather script. This change will give it a lot more flexibility, and because of that it has been added to several more weathers.
  • Additionally, the tooltip information on dynamic weather is now dynamically (hah!) generated.
  • Meteor showers have also been moved to the dynamic weather system instead of being handled by the game master.
  • The “running” animation for ogres has been slowed down, which looks more consistent for beings of their size.
  • Additionally, the speed of most ogre enemies has been tweaked and they should keep up with the rest of their forces now. This is particularly relevant for The Mountain, who will now stay close to Ogo’s Army instead of running ahead and dying alone.
  • Finally, The Mountain received some slight buffs, increased health being the most relevant.
  • Most enemy bosses like the raid camp goblin chief, Ogo, the Orc Warchief, the Zilla and some other enemies will no longer cower and try to run away. They’re now immune to having their morale broken…
  • Joshua Tree Seeds, which grow into an unfinished tree from the base game, can no longer be obtained from travelers or merchants.

Fixed

  • Fixed an issue that caused meteor showers to be a lot more common when playing multiplayer.
  • Fixed a graphical glitch where an emoji used for a weather property was not being properly displayed on some cold weathers.

Sneaky Update 0.9.6.7b

Added

  • New supporter name has been added to the Community Shrine!

Changed

  • The priority for “repairing” objects has been increased and should now be ahead of other less important tasks like restocking.
  • We’ve improved the status text for hearthlings that are training or repairing objects.
  • The “Silk Road” Caravans will no longer immediately trigger a new caravan support quest right after you complete/abandon/fail the previous quest.

Fixed

  • Fixed a major issue with eating and drinking AI that resulted in hearthlings very often collecting and dropping (therefore wasting) several servings of food or drink before finally deciding, an issue caused by their AI failing to follow the path to a chair.
  • Fixed an issue where the “Autumn Breeze” weather incorrectly displayed its possible dynamic weather types.
  • Several fixes to the “Universal Storage” system.

Sneaky Update 0.9.6.7c

Changed

  • Tweaked the mercantile values once more. Total traded gold (buying or selling) is now a lot more important in determining the amount of daily merchants you get.
  • The filters for pet kibble bowls should now work properly for selecting all kinds of kibble - and it should say “Pet Food” instead of “Prepared Food”.
  • We’ve also tweaked the pets’ AI for eating, and they should now always prefer to eat kibble from kibble bowls if available.
  • (For Modders!) We also changed how exclusive pet food is handled, the “food container” entity should now have stonehearth_ace:pet_food_container data (that works just like the stonehearth:food_container data in normal food items); however the serving should still have stonehearth:food data.)

Fixed

  • Fixed an issue preventing pets from eating under certain circumstances.
  • Fixed a localization issue with the serving of Lingonberries.

As usual, have fun and please report any issues you may find! :jubilant:

4 Likes

Have problem about Silkweed leavess of pungent herb
it was not harvested but credited in inventory,So make the item uncraftable.


They are actually craftable, and this is intended - herbalist planters will produce “excess” herbs if left unharvested, these excess herbs (up to 1 per plant, so if you have a 2x2 planter that fits 4 plants, it can hold the 4 fully grown plants + 4 excess herbs), and these can be accessed by a crafter when they need it. Think of it as having some seasonings planted at home and sometimes, when you need it, you pick a leaf or two - but you don’t have to harvest the whole plant.

That’s why you can “tick” harvesting off on planters, to let them work exclusively like that.

So what is truly happening is that no one can reach the planter, and that’s also why it’s not being harvested… and the reason is simple, I can see on the pictures it is blocked by the Cherry Bushes.

Planters are 2-tall (to prevent people from “walking” over them) so they can’t reach these planters. Move the bushes (or the first row of planters in front of it) and they’ll be reachable again :merry:

(you can see on the picture that you have 3 blocked planters)

1 Like

thanks,I’m no notice the reason,they can’t reach the planter!! :jubilant:

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Awesome! You guys are the best. Time for another playthrough. Let’s see if my new computer with double the ram can handle more hearthlings, before the invariable crash orgy begins.

We’re here with a healthy round of changes, fixes and tweaks!

This one includes what was probably one of the funniest issues I’ve seen - probably the funniest since “animals eating trees” :jubilant: Which is the SLEEPWALKING TOWN bug, a bug where an entire town would never sleep… because in the code… they were all already sleeping :content: :ghost:

Luckily this issue, which is surprisingly more common than we thought, probably affecting several towns or lings out there, is now gone… Because of this, you might notice some mass hysteria as people run to beds when you load your game :jubilant:

Anyway… Hopefully we’re now approaching a more stable point once more and can get to work on the next great thing!

Here are the notes!

PATCH 0.9.6.8

Added

  • Cook’s Ladle, talisman. This new option for promoting a hearthling into a Cook can be crafted by the Rayya’s Children Potter. This addition complements a couple of changes to their Job tree, further down the notes.
  • There are now a couple of new game creation functions that allow certain objects (defined in their data) to have a configurable vertical displacement or scale variation on creation. The vertical displacement has been added to trees, which means that they’ll now have a very slight diversity in apparent height.
  • The practical effect of this is to completely (or almost completely) remove instances of “Z-Fighting” on tree tops. “Z-Fighting” is a technical term for the “flickering” that you sometimes get when two or more objects are occupying the same depth in a rendered image, or in simple terms: the weird artifacts you get when a tree is too close to another tree. Please note that this solution means to remove horizontal “Z-Fighting” on tree tops, which means that trees can grow closer and look slightly better, but it does nothing to prevent vertical “Z-Fighting” which might still happen on the sides of tree canopies (or when a tree grows too close to a wall or cliff). Scaling would have been a better solution for this but, unfortunately, it also massively impacts performance. :glum: (This addition will be relevant to an Orchard and Timber Farm change further down the notes)
  • From now on, returning to the “Main Menu” from certain views and/or under certain circumstances will not cause the game to reload. For example, going into the “Mods” menu and then heading back to the “Main Menu” will not require a game reload if you haven’t changed the active mods; Starting a new game and then, during game creation, returning to the “Main Menu” will not cause a reload if the game wasn’t properly initiated yet - for example, while still selecting the roster or loadout.
  • Added more people to the Community Shrine. Thank you very much for the kind support! :heart: :sparkles:
  • (For Modders!) ACE Farm patterns defined in the all_crops file now support a new parameter for giving them “borders”—obligatory empty space around them—determined by its thickness in tiles (default: 0); Check Orchards and Timber Farms for an example

Changed

  • The Rayya’s Children Job tree was tweaked and they may now promote a Cook without any previous Job requirements. On the other hand, Trappers now require previous experience as a Shepherd, further contributing to the idea of nomads relying on shepherding for their early access to animal products.
  • Due to these changes, the initial loadouts for Rayya’s Children have also been changed. The Shepherd’s Crook replaces the Trapper’s Knife on “Merchant Caravan”, and the new Cook’s Ladle replaces the original stone Cook’s Spoon.
  • We’ve tweaked the AI priorities a bit as an attempt to more often encourage hearthlings to perform certain work tasks like harvesting trees over restocking or hauling.
  • We’ve decided to capitalize all the direct references to hearthling jobs in the game. There were too many instances where they would be either capitalized (like “Carpenter”) or not (like “carpenter”) and it felt like it really needed a standard. That standard now exists, and we encourage modders to do the same to their mods/jobs if possible!
  • During this process, we’ve also run into several bits of text that were in need of changes due to still retaining very old information that isn’t applicable with ACE any longer, like job buff descriptions, job perks and entity descriptions.
  • We’ve reworked Orchards and Timber Farms a bit. They will now have a denser disposition of trees (more trees in less space used)
  • Changed the recipe of “Clay Chest of Monkey” to have a more consistent price, name and to show the amount of items it can store in the recipe itself, like other containers.
  • The “thresholds” used to determine a drink’s satiation level were tweaked and there should now be more drinks that are considered “very satisfying”; This is mostly a UI change, it doesn’t really affect the drinks themselves.
  • Lavish Tea is now slightly more satisfying, competing with Lavish Coffee.
  • The AI logic for pasture animals looking for a pasture bed has been simplified.
  • Clicking on a player’s row in the “Multiplayer Menu” will no longer forcefully move your camera to their banner, unless you specifically click their banner/icon.

Fixed

  • Fixed an issue with the universal storage system on game creation that was affecting some mods that rely on it (Like Ethereal Storage)
  • Fixed a major issue that has been hiding for 4 years (!!) that caused hearthlings to become “sleepwalkers” over time, never needing to go to bed again. This is the same issue that was (more often reported) causing hearthlings to have dreams or nightmares while awake. Not everyone noticed that some of their hearthlings were ever sleeping so - surprisingly - this was only reported 2 times in these four years (!!!) Please note that this fix might cause short-term mass narcolepsy when you load up your game :jubilant:
  • Improved the crafting behavior to ensure that desires are updated when changing the craft orders’ quantities.
  • Fixed a couple of female hairstyles that had a “rogue” voxel that caused a lot of issues with hats. We’ve been fixing hats for years without knowing that the problem was on their hair models! So these should now be permanently fixed. A major victory for the God of Symmetry.
  • Fixed an issue that prevented the Amberstone Door Frame from being unlocked during the Amberstone questline.
  • Fixed an issue that made it so soldiers would never utilize certain “Equippable consumables” like Anti-Poison potions.
  • Fixed an issue that caused the dwarves from the dwarven questline (Dwalek and Karuna) to permanently remain in town if you refused their quest. How rude!
  • Fixed a UI positioning issue when choosing to hide the “Processing meter” bar; it no longer shifts the menu, only the terrain vision widget.
  • Fixed an issue where selecting a mining zone would take the player out of “Zones” mode, and overall improved how modes are handled based on the selected object.
  • Fixed some typos and small text issues across the entire game.

Sneaky Update 0.9.6.8b

Added

  • Some Tier 3 Town Progression shrines will now have some basic effects on their non-blessed version (without completing the Town Upgrade or when choosing a different shrine); These effects are only the non-magical but expected effects of some of the shrines. For example, the water movement on the ones that looks like fountains. This should allow them to be more interesting decorations, at least.
  • There’s now a crafting warning for recipes that are “locked” from being crafted due to the only crafters able to perform it having that category restricted through our new crafter/category restriction system implemented on 0.9.6; The recipe will get the red ! alert symbol and opening up the “Orders” tab will have a more detailed message warning.
  • “Returning Traders” (the traders that offer a number of a certain item in exchange for some other items) will now count towards your merchant reputation, increasing your town’s attractiveness to more merchants. This should provide a small encouragement even when the offers are not great.
  • Meteoric Fragments will now always have the “Loot Command” as an indication on how to obtain them, even the ones created on map generation.
  • (For Modders!) There’s a new ”drop_all_on_undeploy” parameter that can be added to the ”stonehearth:storage” component on entities, allowing them to be undeployed even when they have contents in them, dumping it all.
  • (For Modders!) The ”add_loot_command” property can be added to the ”stonehearth_ace:create_entity” entity data; Check out the starsteel ore for an example.

Changed

  • Pressing Esc in a Workshop search filter will clear the filter.
  • Herbalist Planters can now be undeployed even when they have “bonus products” stored in them. The products will be dropped.
  • The same applies to most workbenches that use fuels. They can now be undeployed at any time and the fuel will be dropped on the ground.
  • Herbalist Planters will now use an additive appeal bonus from Vitality instead of multiplicative one, which resulted in absurdly appealing planters.
  • The Wall-mounted Iron Lantern unlocked by the “Craftsman Shrine” will now have the same reddish, warmer glow that we’ve added to some lanterns on 0.9.6, including its own companions (the Rustic Lamp Posts) so they look more like a set now.

Fixed

  • Fixed an UI error that could happen if you tried changing the selected crop of a planter with a fixed crop (for example, the Hearthbud Planter or the dwarven quest’s Glowshroom Planters);
  • Fixed an issue that allowed a town’s “universal storage” to be completely destroyed by accident when clearing out an access point with the “Destroy” command.
  • Fixed a small symmetry inconsistency with the small and big “Wall Banners” made by the Weaver; they should now be centered on their block. The God of Symmetry is happy to be part of a sneaky update.
  • Fixed some localization issues with a couple of Blacksmith Recipes.

Sneaky Update 0.9.6.8c

  • When reembarking the game will now “record” the year you’re departing and the new game will start on the following year, giving a bit more continuity to reembarks!
  • Improved the UI on the workshop view (crafting screen) to prevent some possible issues.
  • Fixed a couple of visual issues on some traveler hats.

As always, we hope you’ll all have fun and please keep reporting issues or suggesting things!
Stay safe and see ya! :merry:

4 Likes

Ohhh man, i’ve lost a lot of stuff since the last time i visited this forum ! But i’m happy, once again, thank you everyone!
By the way: i tried to contribute, but i can only do so through brazilian currency - I have personal reasons for that. I`m sorry :cry:

1 Like

Is high quality weapons only more expensive?
I think it’s better to have an increase effect on attributes

It increases menace (same with higher quality on any equipment).

The quality of decorations can be reflected in the difference in beauty
The difference in quality of weapons is only the price, so high-quality equipment seems less useful.

No, what Paul is saying is that it also increases Menace, which makes enemies more easily scared/run away.

Higher quality armor and weapons have that effect now, it’s on the initial patch notes of the Mercantile Update

New uptade and things is good, but i’m waiting update with fixing bugs, new optimization (because voxel graphics lagg on 3060ti with 34 citizens and graphics settings are turned to a minimum). After this quantity of human i can’t develop and expand the city with 25fps. Also i would like to fix artificial Intelligence my citizens (when there are enemies close to them ). And make better of buliding system. After that i’m confident your game will be very popular.