Some traders don’t have proper UI and have empty shops. F5 fixes this.
Game sometimes crashes without warning.
Trapper and Footman constumes are broken.
Workers don’t always fully mine out areas you tell them to in one attempt. They keep taking breaks and working on other things.
Inventory Screen doesn’t work.
Stone Bunnies can spawn inside other vegetation.
Sometimes game won’t start. (Because of various reasons.)
Placement screen is showing ALL items regardless whether they are placed in the world or not.
Can’t relocate tables, chairs, and beds. Ghost placement appears but the task doesn’t get completed. Reload did not work.
Crates don’t have an empty-all command; workers do not draw from them often or realize that items are stored in them and will often walk farther to a stockpile.
Crafters, after switching classes and then back again, will not re-occupy their previous work benches.
Members of parties sometimes do not respond to attack/defend indications.
Enemies spawn in extremely strange locations, as if the fog of war means nothing.
Immigrants spawn in unsafe or bad locations.
Goblin camps spawn with no regard to walls, or other Hearthling building’s proximity.
Crafters sometimes forget to place items in backpacks.
Large buildings are never completed.
Stone roads are never filled.
SUGGESTIONS:
Selling furniture should sell the ones in the stockpile first, instead of ones already placed.
Learther Bound Chests and Large Crates should have their storage swapped. Large Crates cost less items to build and hold more then the leather bound chest.
The Bronze breastplate item is of no greater value than the standard footman military uniform. (+5 for both) That means Padded cloth armor, Leather armor, and bronze breastplate are all worthless uses of resources, as they either are lesser or equal in terms of defensive bonuses when they replace the base footman defensive bonus.
Likewise, all weapons are left in the shadow of the mighty bone mace.
Only driver that isn’t right up to date is my nvidia driver (only 1 month old though).
No, simply won’t start, are there any crash dumps generated when that happens that I can share? And yes, never had a crash on 10.5 except the xxxx lua errors once that made me have to start a new game
It depends. If the game gets to start for a little bit and then crashes, you might have some information on your stonehearth.log. But if the game crashes right before starting, there won’t be anything there (and it might not send the crash report with your user_id to TR).
You might have a crash.dmp file in your Stonehearth folder, though. If its date matches today, it may contain something useful for the devs.
It never hurts to update your driver, though
Let’s hope that it helps
It’s a Steam issue, if I run the game directly from the folder it is in it works, it only doesn’t work if I click play on the game on steam (everything else works though, just not Stonehearth for whatever reason).
Bugs:
**1:**Crates don’t have an empty-all command; workers do not draw from them often or realize that items are stored in them and will often walk farther to a stockpile.
2: Crafters, after switching classes and then back again, will not re-occupy their previous work benches.
3: Members of parties sometimes do not respond to attack/defend indications. This resulted in the death of 3 Hearthlings, because my Footmen decided walking around a farm plot was more worthwhile than crushing the skull of Zombi the Dreaded and his 5 skeleton friends.
4: Invaders spawn in extremely strange locations, as if town borders mean nothing. As 3 indicated, I had 5 undead spawn inside a well-lit mining shaft in the center of my town. Other times, I had the undead spawn in my moats, only to come climbing up the ladders I had to build due to immigrants spawning in my lake.
**5:**Immigrants spawn in unsafe locations. I’ve had them spawn on inaccessible mountains, within lakes, and inside construction-zones.
6: Goblin camps spawn with no regard to walls, or other Hearthling building’s proximity. I’ve had Goblin chieftan camps spawn within town walls I constructed to keep them out, sometimes directly adjacent to them. Numerous tiny goblin fire-pits sprout up when there should be no way for them to spawn there within fenced perimeters, or behind hearthling homes beside mountains with no accessible features.
7: Crafter (Blacksmith) refused to put down two steel shields from within his backpack for all of 2 days, while my footmen were forced to continue using wooden shields to fight off the undead scourge. I did not have a way for him to put them down.
8: When building larger buildings (Bigger than 32x32) with 8 roof height, my workers decided it was too much of a chore to build the roof. The building was never completed. Things to note: Only one side did not have the angled-roof down, and I used the block tool to create a raised floor in the center of the building.
9: Stone roads are never filled. I have had this problem since 10.5, I can’t seem to get my workers to fill the roads with stone after they dig them out, even after having a mason make stone bricks, which can’t even be placed in a stockpile for some reason.
Suggestions: 1: The Bronze breastplate item is of no greater value than the standard footman military uniform. (+5 for both) That means Padded cloth armor, Leather armor, and bronze breastplate are all worthless uses of resources, as they either are lesser or equal in terms of defensive bonuses when they replace the base footman defensive bonus. Scaling must be done to make these avenues worthwhile.
2: Likewise, all weapons are left in the shadow of the mighty bone mace. I will sell the beds my Hearthlings sleep on for that +24 bone mace attack bonus (At first it was on accident because for whatever reason, I can do that now when I click sell 10 but eventually it became common place…) Everything else my blacksmiths can make are literal metal garbage in comparison to the wicked bone-wrought club.
3: As with the weapons and armor-- containers should have a sense of scaling with necessary resources used. The leatherbound chest is worse than the crate, and costs more… I understand looks, but it’s a chest! It should be good. I love how the chest looks, as well, such a cool furniture item. Will there potentially be Iron-bound chests, and the like as well? If Goblin thieves/other bandits were actually good at sneaking, I’d say treasure-chests of varying qualities would be a good investment.
My suggestion is proper scaling, otherwise make weapons and armor more dynamic and different in their uses. Smaller weapons should attack faster, where-as larger ones should attack slower, longer reach weapons should give defensive bonuses against certain larger creatures, and mounted enemies. Light armor should allow footmen to move faster/dodge more, where as heavier armor should slow them down and reduce blows. Maybe make certain types of enemies more resilient/less resilient towards certain weapons. (IE a skeleton being weak against crushing weapons because ya gotta break dem bones)
On a similar train of thought for suggestions; you guys could try and have a go at making the combat and Hearthling attributes even more interesting by having Hearthlings have a preferred weapon that they get special abilities with, and if you have multiple weapons to choose from, they’ll pick the one that best suits them. You could even have a weapon training system that acts as a type of mini-leveling mechanic for the footman, which grants them additional types of attacks/bonuses the longer they train with a weapon type.
Whenever magic eventually gets inputted into Stonehearth, you could also do a magical affinity for elements/types of magic for each Hearthling, too. Similar to how if a shepherd has high-compassion, if a magical Hearthling has an affinity for the type of magic they are doing, it’s better. It’d be fun to see how the affinities play out in other aspects of the game, too. Maybe a fire affinity lends a hand towards blacksmithing, and an earth affinity towards farming and masonry.
Placement screen is showing ALL items regardless whether they are placed in the world or not.
Can’t relocate tables and chairs. Ghost placement appears but the task doesn’t get completed. Reload did not work.
Question: Has something happened to farm plots? I have noticed that earth quality is in the game. How long does it take to improve, as I have one plot which says it’s rich earth but my farmer is idling near the plot.
Crafters aren’t checking the crates for materials. They just stop working when all the materials are inside the crates. I have re-gather the materials and place them in a regular stockpile for them to start working again.
Cant place crates that are inside other crates. No one acknowledges anything inside crates except for promoting items.
Workers pick up materials when there is no stockpile space to put them down. And because of that their backpacks get full and they stop working all together.
Invaders spawn inside my fenced off areas making them useless.
(Mentioned by someone before) Placed items appear in the shop for selling and it ends up selling all the placed beds, doors, fences etc.
Placement screen counts all items even those that are placed.
I am not sure if it’s a bug or not, but when you ask the Carpenter to maintain 4 simple chairs. He/She will keep making chairs until you have 4 simple chairs. Which is great (He/she is doing what I asked for). But in a higher level they create fine stuff. That mean if the Carpenter create FINE simple chair He/She will not consider it as a simple chair and will keep going. Not sure if this problem was here before, but now the chance of creating fine stuff is way higher, so you can see it way too often. Maybe it should be like this, but if the chance is way higher (80% almost) that mean I will have 50 chairs at the end of the day .
Sorry for my bad English! I am not a native speaker.
Actually, this is like a topic I created a month or two ago. I don’t know about Radiant’s point of view on this, but here’s the link: "Fine Items" Filter