Okay, thank you, Dani! I will go and carefully inspect it, but now I have discovered another issue. Since this version update, the turret needs to be replenished with ammunition, but the bullets in the turret have not been depleted yet. The engineer will show that they are going to repair it and have been standing next to the turret. Perhaps you can take a look.Also, as I mentioned to you before, the legendary weapons of desert hearthlings cannot obtain titles.
It’s here! I’m sorry it took us a couple of days but we’re sure many of these will be appreciated!
Hotfix 0.9.6.16e
Known Issues
- We’re aware that some people are experiencing an unusual amount of UI slowness/unresponsiveness since we’ve introduced the crafting and interface changes, and we’re doing our best to improve that. Luckily it seems to only affect certain games under certain circumstances! The good news is that this hotfix already brings a lot of changes and improvements to the crafting system, so let us know how it feels now!
Due to the pasture animal name fix, existing animals will have broken strings as names. You can rename them to fix it! New animals will be ok.(Fixed on 0.9.6.16f)
Added & Changed
- Added a status text for Trappers when setting up and harvesting from fish traps.
- Shovels, tool! We’ve added a shovel animation to replace the “Hoe” animation that was being temporarily (for years) used for some things like digging wells and removing stumps. All hearthlings have shovels by default, like any other tool - but also like other tools, Hearthlings will unlock better shovels when equipped with the better tools crafted by the Blacksmith!
- Added a new mechanic to prevent exploiting enemies that are limited by a combat leash. Inspired by MMOs, an enemy that is attacked by an attacker that is outside of their combat leash will now run back to the leash’s center, become invulnerable and recover any lost health.
- We’ve added mixins for the fireplaces so it’s now easier to create new fireplaces.
- We’ve once more rebalanced pasture animal foods to have a bit less servings. Apparently our previous “buff” was so strong that people started reporting that animals were not eating… They were, it’s just the food that was never ending!
- Iskender Caravans will now sell animal food.
- We’ve begin improving the logic for “searching” spots for spawning things. At first we’re only modifying the spawning of animals for the Shepherd to tame. They should now never spawn on stone/mountains and usually spawn on more accessible places. Let us know how it feels!
- Moved the “Dragonborn King” quest to the Township Tier 3 (Shrine upgrade) to ensure the player has slightly better chances.
- Improved the contrast of the Blacksmith’s crafting window recipes (between available and not available ones)
- We’ve moved “Cooking Ingredients” and “Brewing Ingredients” closer to “Food” and “Drink” in all the windows that use the “item palette” base. (Merchants, Inventory, containers…)
- The “Fuel” tab of fueled workbenches and structures will now show all its contents in a single space instead of breaking them by category.
- Updated the Community Shrine. Thank you all for your continued support!
Fixes
- There has been a lot of fixing and tweaking under the hood for the crafting system taking all the feedback from the newly introduced changes into consideration. As stated near the top, we know that some of you are experiencing lag with the UI changes we’re working to resolve these issues. Among the issues fixed are instances of “ghost” recipes, instances where recipes are not auto-queued, added a display showing if the recipe was “Auto-queued” or not (for editing), overall usability improvements, like also fading the “ribbon” that shows already queued recipes.
- Similarly, we improved the restocking logic a bit to fix some smaller issues.
- Fixed an issue that caused pasture animals to not be automatically slaughtered/maintained as ordered in the pasture UI.
- Fixed an issue that made it so pasture animals would keep the name of their first stage, which resulted in awkward situations where people would talk to eggs.
- Fixed an issue that was preventing towns from kingdoms other than The Ascendancy from actually unlocking their “Masterwork” qualities for farming crops and pasture animals.
- Fixed an issue that caused the Engineer to endlessly try to repair turrets that do not need repairing.
- Fixed the range selector for fireplaces’ chimneys when going through other objects.
- Fixed several instances where the display of a hearthling’s full name + their title resulted in a very long string that could break the UI, it will now only show their name.
- Fixed a small issue that allowed you to open the builder view without closing an opened crafting window.
- Fixed “Hearth Kibble” missing from fluid containers.
- Fixed Rayya’s Children Legendary weapons not earning statistics and unlocking titles.
- Fixed piles being crafted with less resources than they should (and indirectly causing resources to output near your town banner on game load)
- We’ve shown Mole Golems how to remove mining ladders and they’ve promised they’ll start doing that now.
- Fixed a small graphical glitch with the Shepherd’s crafting window art.
- Fixed a rare issue where the player could inadvertently remove some invisible objects like the storage of a quest storage entity, causing lots of errors.
Sneaky Update 0.9.6.16f
- Fixed an issue with the display names of most objects and creatures on the AI status text of hearthlings caused by the previous update.
Sneaky Update 0.9.6.16g
- Fixed a possible UI error related to crafting order tooltips.
- Reduced the duration of the “Retreating!” buff.
- Greatly increased the sizes of “combat leashes” across the board for most encounters and events that use them. What this means is that enemies will have a greater zone of action before retreating/not pursuing.
- Based on feedback and reports, we’ve vastly improved the rules that determine if an attacked enemy should receive the “Retreating!” buff, hopefully resolving situations where fleeing enemies would get it, for example. It should now be applied under more specific circumstances, avoiding enemies that are fleeing or that received a certain amount of damage already (in which case the fight is probably fair and legitimate), and also taking into consideration who the primary target of the enemy is, which means that even if attacked by an Archer outside of their leash they’ll not retreat as long as there is a melee fighter keeping their attention, for example. Please let us know if you observe any odd behavior regarding this mechanic so we can refine the rules even more!
Sneaky Update 0.9.6.16h
- Further improvements to the leash logic and the application of the new “Retreating!” buff. We’ve added support for “unbreakable” leashes (defined on the encounter files), very useful for bosses! There’s also a softer retreat that doesn’t include health regeneration, which will now be used for most cases that are not so certainly an exploit attempt.
- We’ve changed the sizes of all base game and ACE leashes, providing ample space for engagements.
- The chief of the goblin Raid Camp, the Orc Warchief and the Giant Skeleton now have unbreakable leashes.
- Removed leashes from “Hungry” animal raids (Northern Alliance event) to prevent the animals from bugging out. The leash was not needed anyway.
Thank you very much for your patience and please continue reporting any issues you may find! We hope you’ll have fun!
As this version approaches the stable point where we can focus 100% of our attention towards the 1.0 release, we’ll continue patching/fixing smaller issues as they arise!
Here’s a small patch to address some of these.
Sneaky Update 0.9.6.16i
- Added a filter for “Humanoid Bones” for general storage (stockpiles and chests), and changed the existing filter to be for “Animal Bones”. Make sure to check your filters since this change might affect existing containers.
- Moved the material selection window within the Building Mode slightly to the right. This should allow the player to use it and the “Slice View” control widget at the same time now!
- Changed the priority of trading shelves and display counters to be higher than everything else, allowing you to sell things that were previously moved back to other containers. The only objects with higher priority are now workbenches, which means that they will still take fuels from these containers to refuel your facilities.
- The amount of the “Military Strength” Town score generated by traps and turrets has been severely reduced.
- Greatly increased the appeal of the “Golden” stone items (unlocked by a Tier 3 Northern Alliance choice) to be more proportional to their also adjusted value.
- Fixed a mostly harmless (but annoying!) error that was triggered when extending the chimney of a fireplace, for example.
- Fixed a base game error that caused items to be destroyed if carried by a golem at the moment of undeployment. This could be a serious issue (although extremely rare/circunstantial) if it happened to be carrying a town facility like the banner or hearth.
- Fixed some typos with certain merchants.
- Fixed an issue where tasks would cancel the capability of objects to being mounted (for example, beds being upgraded)
- (For Modders!) Ranged attacks can now have a customized projectile and projectile speed by adding the
projectile_uri
andprojectile_speed
parameters to theattack_info
contents.
As always, thank you very much for your support, for reporting issues and have fun!
I love this project. I am playing with ACE. I am back on this forum for the first time in years. I am playing for the first time in years.
I ran into an issue. Ive been playing for about 7 hours and I have 16 hearthlings. My issue is that my hearthling won’t now place any objects that I ask them to plunk down. Can someone help me? They craft and they haul, they eat and drink. How can I get them to place objects again? Thanks!
Actually its more like 12 hours.
Do you have roadmap for 1.0? Love all the updates. Thanks for keeping stonehearth alive!
Hello,Dani,just a few days ago, my friend finally provided sponsorship to the ACE team with my assistance.
His name is 阿夜, and he really likes ACE. However, because he doesn’t know how to use VPN, there are some issues with his ko-fi account. So he entrusted me to express gratitude to you all for the joy ACE has brought him. He and I will continue to do our best to provide assistance and more game feedback to ACE, hoping that you will continue to do better! We are looking forward to the 1.0 update and can’t wait to play!

That is very nice, we were surprised when we saw their very generous and kind support!
I’ll make sure to add the name you mention to the Community Shrine, then, instead of your own! Please relay our deepest thanks to them, and thank you too for helping out your friends from the chinese community in connecting with us and speaking up for them!
We really appreciate that you guys are enjoying and having fun with ACE all the way over there! And we hope that we’ll continue to provide entertainment with our work!
Any ideas?
I’d need more details, never seen such an issue be itself the issue, it’s usually a symptom of other, deeper problems… Are you using any other mods?
Yes. Here is my list of mods:
Beam-Hearthling Stats Customization
Silverthorn Tier 1 Buildings
Templates The Ascendancy
Glowy Windows
Extra Map Options
Authorized Community Expansion (ACE)
Fisher Job+ Archipelago Biome
Played for 12hours. Problem started like 10-11 hours in.
16 hearthlings. My issue is that my hearthling won’t now place any objects that I ask them to plunk down. Can someone help me? They craft and they haul, they eat and drink. How can I get them to place objects again? Thanks!
Have you perhaps disabled or paused any task groups on the citizen menu? (C)
How’s your processing meter while playing (unpaused)? (It’s the colorful bar on the bottom right of the screen, you can send a print of it)
Also, make sure that you’re on the “Place” menu and not the “Craft & Place” menu
How could I be so daft! Thank you so much! That was it. I’m so conflicted. I am so happy and so disappointed in myself at the same time. Back to play time.
Edit: Found it, its a decoration? I’m glad I found it. But I am not sure that a crafting ingredient that gates a crafting station(1-2?) from being built should be listed in decorations.
This may not be the right place to post this but, how do I get “tiny chunk of dirt”? I don’t think it is explained well. Also that title of item is describing a trivial thing. There are items in the game that are crafted without listing out and requiring such things. Couldn’t a “tiny chuck of dirt” just be kicked up off the ground?
I think the herbalist makes that
Dear Dani,I would like to ask when the ACE 1.0 update will be released. At that time, I want to roll all the games aside and enjoy playing the Stonehearth to the fullest.
I haven’t seen any new content updates on ko-fi for a long time.
I’m sorry, there’s been a lot of “not visible” work and I have been slacking/failing to post anything interesting for a while I’ll try to make some posts soon to make up for that!
There’s currently no determined release date for 1.0, so feel free to play new games of SH or any other games you want for the time being
We will want 1.0 to be a more polished than usual release due to not being an “early access” anymore, and because of that it will have a more transparent release window because we’ll likely summon people to help test it when the time is right. So everyone will, more or less, know when 1.0 is approaching because we’ll be talking a lot more about it
Thanks,Dani. I will patiently wait for its arrival and hope to participate in the testing of ACE 1.0 at that time.
Eclipsaria, built by Solean and posted on the ACE Discord Server
Hello there, folks!
After a small break, we’re here with one more slightly bigger round of fixes, improvements and additions while still working on the next major version!
We all know that major versions sometimes take a bit longer to be ready, and the next one is not any major version but the major version so we figured it would be important to maintain some quicker work going just to keep things fresh!
Without further ado, here are the notes!
Patch 0.9.6.17
Added
- We’ve added and updated the names on the Community Shrine! Thank you all very much for your kind support, as always
If you want to see your own name on the shrine, make sure to join our lovely group of supporters at https://ko-fi.com/stonehearth_ace !
- We’ve added the unique market stall visuals for the remaining Level 3 merchants that were still utilizing a generic stall visual. Hooray!
- #JusticeForBluebell! Our favorite sheep will have an unique appearance from now on, and defeating the first Goblin camp Warchief will now give you a couple of additional options, including adopting Bluebell as a pet!
- Wooden Simple Chandelier, Pewter Chandelier, Iron Chandelier, Iron Grand Chandelier, decorations. It’s time to make your great halls even greater with this fine new collection of extensible decorations that can hang from the ceiling! Chandeliers must be placed from above and thus require temporary access to the roof, ceiling or beam from which you’ll extend them. A sign will appear on the ground above their hook whenever they’re not extended, as a reminder to do so.
- The two iron chandeliers are unlocked alongside the iron candelabra set (Ascendancy Tier 3 “The Guildmaster’s Skill” shrine).
- Furnishing Shop Merchants (Level 1, 2 and 3); these new merchants will bring a mixed collection of furniture pieces and decorations, and belong to the General Goods category.
- Rayya’s Mazar, Tomb of King Ember, Ther Malmass, The Cozy Inn, paintings. New decorative and collectible paintings have been added, portraying contest-winning entries from the ACE community!
- We’ve built upon a previously implemented “crafting script” that added small visual animation to whenever the “Emblazoned Sword” (The Ascendancy’s legendary two-handed sword) and made it so that every legendary item will now have the crafter play a special animation, except the Titan Wards.
- Additionally, if the item is not a refined ingredient but a finished, important item (i.e.: Weapons and armor) it will have an even more special animation and notification. The notification can be disabled in the gameplay settings.
- We’ve added some additional features to the quality component and it now allows different terms for the hearthling that created an item. If the item is a food or drink, for example, it will say “Prepared by” instead of “Crafted by”. Additionally, special objects like statues will say “Sculpted by”.
- (For Modders!) Additionally, you can now define a fixed
author
andauthor_type
for items under the quality entity data, which will always show up - even on merchants. The new paintings inspired by contest winners will say “Art patronized by” and the contest winner’s name, for example! - (For Modders!) You can now have
”post_craft”
functions on crafting scripts to be run after crafting is complete. Check out the newlegendary_effect.lua
crafting script for an example! - (For Modders!) We’ve added the capability for created citizens (by the
game_maste_libr
) to have custom model variants.
Changed
- As an attempt to cover a few more edge cases, we’re improving the anti-exploit logic recently added to combat even further. From now on, creatures that do not possess a weapon will not activate the anti-exploit mechanic since it probably doesn’t matter. Please note that a ‘weapon’ in the game’s definitions includes natural weapons like the claws of a bear or the teeth of a varanus, so understand it as “any creature that is able to inflict damage”.
- We’ve reverted the previous change to some Shepherd pasture objects that required them to be placed specifically by Shepherds.
- Northern Alliance hunters (Archers with Hunting allowed) will no longer hunt animals that can be pasture animals (the non-wild variants), which means they will no longer automatically kill animals spawned for the Shepherd, nor Bluebell the Sheep. All of these animals will still count as hostiles, however, so you can still manually order them to be hunted if, for whatever reason, you’d like to do that.
- Slightly improved how “Reembarked Towns” merchants are generated.
- The light effects and glow effects of the existing “Candelabra” items have been improved to better match the new chandeliers.
- “Goblin Honor Token” is now a “Key Item” instead of “Loot”, signaling their possible importance as a Tier 3 upgrade ingredient.
- Additionally, the text description of the “Goblin Honor Token” and “Dusty Tome” have been changed to point out that they might have some future use.
- The text descriptions of many of the attributes on a hearthling’s character sheet have been updated to more accurately describe their effects taking ACE changes into consideration. For example, the description for “Muscle” won’t say that it increases the damage by 1 for every 10 points anymore; instead, it will say that the increase depends on weapon type, with some weapons not benefitting from it at all, like crossbows.
- The notifications for achieved titles will remain a little longer so you’ll have more time to check them out before they automatically disappear!
Fixes
- Fixed an issue that was causing Shepherds to not work/craft correctly.
- Fixed a minor issue where some arrow effects (Slow and Fire) wouldn’t be considered debuffs by the UI.
- Fixed an issue that allowed Dangalf to appear for multiple market stalls at the same time. We know wizards are never late nor early, and that they arrive precisely when they mean to… But that doesn’t mean that they should arrive more than once. Mirror image is a powerful spell and should not be used recklessly!
- Fixed an issue with vine-like objects (Highland Vine, Daisies) that resulted in their selection highlighting never disappearing even when they weren’t selected anymore.
- Fixed an issue with the “Rough Wooden Shield” that was considered both a light and medium shield and could be used by both Footmen and Knights. It is now correctly a medium shield that can only be worn by Footmen.
- Fixed an issue with the “Zephyr Bow” (Rayya’s Children legendary bow) that required a Level 3 archer to be used (instead of Level 6, as intended)
- Fixed an extremely rare issue that caused the “Dragonborn King” quest to spawn twice and at the same time.
- Fixed a couple of items that were not finished/polished appearing on merchants (Copper lanterns)
Sneaky Update 0.9.6.17b
- Some unnecessary client calls to
get_all_catalog_data
from the server have been removed, optimizing some stuff under the hood. This change alone has, in our testing, greatly improved the performance of the game when starting up, reducing the amount of crashes or bad starts significantly! Please note that this doesn’t apply to the overall game performance nor gameplay crashes (or crashes when loading big saves, for example); However it does mean that starting the game might go back to being a much more stable and straightforward activity than it has been recently! Please let us know if you perceive the improvement! - The above improvement wouldn’t have been possible without the remarkable determination and dedication of one the most reputable members of our community, Findersword. They’ve downloaded several different versions of ACE through our Github repository and performerd extensive testing, starting up the game many dozens of times, registering the outcome of each attempt and ultimately tracking down the versions that started to cause instability, allowing our very own paulthegreat to pin down possible suspects and perform the above changes. So, due to the importance of this particular improvement and as an exception to the norm, we’ve decided to call out their name! And also…
- Statue of Mr. Muramasa, decoration. A new rare statue to be purchased from the Sculptor’s Guild merchant! Legend has it that Mr. Muramasa, the first Samurai, brought an end to an era of turmoil and instability!
- Fixed an issue where pets would contribute to the local wilderness score.
- Fixed an issue where releasing a pet that is locked to an owner would give them the “Choose owner” command.
- Fixed an issue that could cause certain quests - usually Clan Amberstone quests - to get locked and unable to continue if you didn’t accept the rewards fast enough.
- Updated the Community Shrine once more!
Sneaky Update 0.9.6.17c
- Fix to Trapper zones causing errors.
Sneaky Update 0.9.6.17d
- Update the Community Shrine!
- Reduced the price for all small clay window frames and the red latticed clay window.
- Fixed the Iron Grand Chandelier recipe not being correctly unlocked.
- Fixed and improved how the re-embarkation of Golems work. To re-embark with a Golem you now need to have them on the iconic form (undeployed). Deployed Golems will not count for re-embarkation anymore.
- Fixed an issue that caused Northern Alliance Golems to be afraid of wild animals just because they’re attackable (hostile).
- Fixed an issue that caused items to be unselected when trying to place them directly from a stockpile.
- Fixed a crash that could occur when an archer decided to train with a Dynasty Cho-Ko-Nu.
- The Simplified Chinese localization file has been fully updated after 4 years without changes. Hooray!
- Removed some deprecated task group files.
- Improved the Sound Service to not trigger issues when the game’s logging level is on 7+.
Sneaky Update 0.9.6.17e
- Added two filtering options for the “Fixture list” while in the building mode: “Craftable” and “Inventory”. Both are ticked by default however you can play with them to see only things you already have in stock (or only things that you are able to craft yourself)
- Additionally, if you have a certain item in stock, you’ll get to see a number indicating the amount.
- Tweaked the inventory updates and changed it so they only filter for the selected tab, which should result in some UI performance improvements for that same view within the building mode.
- Fixed an issue where filters would perceive the “Dynasty Zhui Feng Gun” (Cleric rod) as a
bronze
weapon. It is now correctly tagged aswood
. - Additionaly, we’ve added a filter option for it on the Polearm Weapons Rack.
- Fixed the issue introduced by the previous update that caused crafters to stop being able to repair things.
- Changed the required level for equipping the “Dynasty Cho-ko-nu” to 3 as a workaround for the particularly sneaky crash it can cause if used during training.
- Fixed an issue with ACE’s
vine component
that caused vines to have no graphics if no specific biome/season combination was found (instead of using thedefault
graphics)
Thank you kindly for your continued support! And remember to report any issues you may find! Have fun!