Yep! You heard right! Alpha 14 has been released on the Steam latest branch, so go on and give it a try! Check out all the details on the dev blog: Alpha 14 on Steam Latest! – Stonehearth.
Important Note: Most mods are incompatible until they are updated for Alpha 14. If you are having issues with the latest release of Alpha 14, please remove all mods (debug tools are OK) and retest before reporting a bug. If the issue does not remain, you can try adding one mod back at a time until the issue returns. Please post in the corresponding mods thread if you believe you know which mod is causing issues.
Day 2 and i’ve already had to scramble to get a military set up. Goblins and entlings coming after my town. Thankfully… one 6,6,4 stat footman has been enough, but he’s starting to lose health after a few assaults… Herbalist is def needed at this point.
“attack_target”: {
“display_name”: “Attack Target”,
“description”: “Attack a specific enemy at the exclusion of all others, or attack anything near a location, and everything in between.”
},
“defend_location”: {
“display_name”: “Defend Location”,
“description”: “Run towards, then stay at this location, attacking anything in the path.”
},
“move_unit”: {
“display_name”: “Move to Location”,
“description”: “Move to a location, ignoring all intervening threats.”
},
“manage_party”: {
“display_name”: “Manage Party”,
“description”: “Add and remove combat units from the party.”
}
-> add
“town_alert”: {
“display_name”: “Town Alert Mode!”,
“description”: “Rally your hearthlings to prepare for intruders!”,
“activated_title”: “Town Alert Mode Activated!”,
“activated_text”: “Your hearthlings are vigilantly watching for intruders. Hearthlings not enrolled in the militia will run to safety points.” -> lots of changes in the names
},
“party_1”: {
“display_name”: “Combat Party 1”,
“description”: “Direct hearthlings into combat! Promoted combat classes are automatically added here.”,
“tip_title”: “The party is selected in the unit frame.”,
“tip_description”: “Use the commands in the unit frame to direct the people in the party.”
},
“party_2”: {
“display_name”: “Combat Party”,
“description”: “Direct hearthlings into combat! Use the unit frame controls to manage the party.”,
“tip_title”: “The party is selected in the unit frame.”,
“tip_description”: “Use the commands in the unit frame to direct the people in the party.”
-> add
},
"herbalist": {
"display_name": "Herbalist Craft Menu",
"description": "Makes healing items from herbs.",
"required_job_text": "Requires an herbalist"
“message”: “Are you sure you want to embark without choosing a tool from the shop? As always, you will still get the starting talisman for your faction.”, -> changed
tooltips for stamina, dillegence, willpower and body was changed
},
“militia”: {
“display_name”: “Militia”,
“description”: “In Town Alert Mode, militia members will hold their ground against enemies instead of running to a safety banner. In addition, they receive an extra boost of Courage and Muscle.”
-> add
refugees_hint: “003”: “Those goblin wolves aren’t like normal wolves–they’re fast and viscious and unafraid! Run while you can!”, -> little fix to viscious
"create_necromancer_crypt": {
"crypt": {
"display_name": "A Crypt",
"description": "Constructed by the Phoenix Empire"
},
"sarcophagus": {
"display_name": "Stone Sacrophagus",
"description": "Here lies a member of the Black Cord"
},
"crypt_structures": {
"floor_candle": {
"description": "Illuminates the crypt entrance"
}
}
}
}
}
}
},
"random_raid": {
"mission": {
"sighted_bulletin": {
"title": "Invaders Approaching!" -> add
“injured”: {
“injured_buff”: {
“display_name”: “Injured”,
“description”: “Moving slower due to low health.”
}
},
“recovering”: {
“recovering_buff”: {
“display_name”: “Bed Ridden”,
“description”: “Slowly recovering from injuries. Can receive medical care from herbalists.”
}
},
“stamina_tonic”: {
“stamina_tonic_buff”: {
“display_name”: “Stamina Tonic”,
“description”: “Slightly more healthy”
}
},
“strength_tonic”: {
“strength_tonic_buff”: {
“display_name”: “Strength Tonic”,
“description”: “Slightly more buff”
}
},
“severely_injured”: {
“severely_injured_buff”: {
“display_name”: “Severly Injured”,
“description”: “Wounded badly! This hearthling can hardly walk!”
}
},
“undead_infection”: {
“display_name”: “Infected”,
“description”: “Healing items are 10% less effective”
-> add
},
“use_consumable”: {
“display_name”: “Use”,
“description”: “Use this consumable item to buff every hearthling in town. This will destroy the item.”
},
“edit_party”: {
“display_name”: “Edit Party”,
“description”: “Add and remove combatants from this party.” -> add
},
“prototypes”: {
“party”: {
“display_name”: “Party No.[str(self.unit_info.custom_name)]”,
“description”: “Organizes troops into groups for combat”
} -> add
},
“wooden_tunnel_door_ghost”: {
“display_name”: “Wooden Tunnel Door”,
“description”: “Useful for blocking off tunnels” -> add
changes the description of the brightbell and frostsnap
},
“cactus_flower_crop”: {
“description”: “The flowers have medicinal properties”,
“display_name”: “Cactus Flower”,
“growth_stage”: {
“000”: {
“name”: “Cactus Bud”,
“description”: “Starting to grow”
},
“001”: {
“name”: “Young Cactus”,
“description”: “Starting to get prickly”
},
“002”: {
“name”: “Mature Cactus”,
“description”: “Wait for its flower to bloom”
},
“003”: {
“name”: “Flowering Cactus”,
“description”: “Ready for harvesting”
}
} -> add
},
“safety_standard”: {
“display_name”: “Wooden Safety Standard”,
“clay_safety_standard”: {
“display_name”: “Clay Safety Standard”
},
“description”: “Mark a safety point to flee to in Town Alert mode”
},
“control_attack_marker”: {
“control_attack_marker_ghost”: {
“display_name”: “Attack Marker”,
“description”: “Hearthling attacks everything between here and there”
}
},
“control_hold_marker”: {
“control_hold_marker_ghost”: {
“display_name”: “Hold Marker”,
“description”: “Post aggresively at this location”
}
},
“control_move_marker”: {
“control_move_marker_ghost”: {
“display_name”: “Move Marker”,
“description”: “Move to this location”
} -> add
“alligator”: {
“display_name”: “Varanus”,
“description”: “And this is the smaller variety…”
},
“wolf”: {
“display_name”: “Untamed Wolf”,
“description”: “Grrr! Rwar!” -> add
},
“goblin_cage”: {
“display_name”: “Large Cage”,
“description”: “Property of Central Chief Grug Skull Crusher” ->add
},
“crypt”: {
“display_name”: “A Crypt”,
“description”: “What lies inside?”
},
“sarcophagus”: {
“display_name”: “A Sarcophagus”,
“description”: “Holds remains of the dead”
},
“tombstone”: {
“display_name”: “A Tombstone”,
“description”: “Where undead are born”
},
“stone_pillar_fence”: {
“display_name”: “Stone Pillar Fence”,
“description”: “Sturdy fence anchored by pillars.”
},
“necromancer”: {
“display_name”: “Necromancer”,
“description”: “Practitioner of the dark arts” -> add
“brightbell_plant”: {
“display_name”: “Wild Brightbell”,
“description”: “Can be harvested for healing herbs”,
“unripe_description”: “This plant has been harvested and has not grown back yet” -> changed
“frostsnap_plant”: {
“display_name”: “Wild Frost Snap”,
“description”: “Can be harvested for healing herbs”,
“unripe_description”: “This plant has been harvested and has not grown back yet” -> changed
cactus_plant": {
“display_name”: “Wild Cactus”,
“description”: “Can be harvested for healing herbs”,
“unripe_description”: “This plant has been harvested and has not grown back yet” -> changed
},
“herb”: {
“brightbell”: {
“display_name”: “Brightbell Flowers”,
“description”: “An herb commonly used for medicinal purposes”
},
“frostsnap”: {
“display_name”: “Frostsnap Flowers”,
“description”: “An herb that’s chill to the touch”
},
“cactus_flower”: {
“display_name”: “Cactus Flower”,
“description”: “A beautiful desert bloom with healing properties”
}
},
“skin”: {
“varanus_skin”: {
“display_name”: “Varanus Skin”,
“description”: “Rough and scaly”
} -> add
},
“scythe”: {
“display_name”: “Scythe”,
“description”: “Preferred weapon for reaping”
}
},
“consumables”: {
“healing_tonic”: {
“small_healing_tonic”: {
“display_name”: “Small Healing Tonic”,
“description”: “Used by the herbalist to heal small wounds”
}
},
“stamina_tonic”: {
“display_name”: “Stamina Tonic”,
“description”: “Buffs stamina of all hearthlings for a short while”
},
“strength_tonic”: {
“display_name”: “Strength Tonic”,
“description”: “Buffs muscle of all hearthlings for a short while”
},
“coarse_bandage”: {
“display_name”: “Coarse Bandage”,
“description”: “Used by the herbalist to heal for a small amount”
},
“heavy_bandage”: {
“display_name”: “Heavy Bandage”,
“description”: “Used by the herbalist to provide a lot of healing.”
},
“light_bandage”: {
“description”: “Used by the herbalist to heal a moderate amount”,
“display_name”: “Light Bandage” -> add
“blacksmith_forge”: {
“blacksmith_forge_ghost”: {
“display_name”: “Forge”,
“description”: “A stone oven for heating metal” -> changed
“utility_name”: “Utility”, -> add
},
“herbalist_staff_recipe”: {
“description”: “Required to promote a hearthling to an herbalist, who creates healing tonics and bandages.”,
“recipe_name”: “Herbalist’s Staff”
},
“safety_standard_recipe”: {
“description”: “Use to designate a safety point”,
“recipe_name”: “Wooden Safety Standard”
},
“wooden_tunnel_door_recipe”: {
“recipe_name”: “Wooden Tunnel Door”,
“description”: “Useful for blocking off tunnels” -> add
“footman_buffs”: {
“damage_1_buff”: {
“description”: “At Level 1, the footman attacks with increased ferocity”,
“display_name”: “Damage +20%”
},
“damage_2_buff”: {
“description”: “At Level 1, the footman attacks with increased ferocity”,
“display_name”: “Damage +20%”
},
“damage_3_buff”: {
“description”: “At Level 1, the footman attacks with increased ferocity”,
“display_name”: “Damage +20%” -> changed
“utility_name”: “Utility”, -> add
"herbalist": {
"herbalist_description": {
"display_name": "Kräutearzt",
"description": "Heilt Einheiten mit hergestellten Balsamen und Verbänden.",
"requirements": "Kräuterarztstab, wird vom Schreiner hergestellt.",
"workshop": {
"name": "Käuterarzt Labor",
"description": "Ermöglicht dem Kräuterarzt heilende Salben und Bandagen herzustellen.",
"long_description": "Ermöglicht dem Kräuterarzt heilende Salben und Bandagen herzustellen."
},
"level_1_data": {
"perk_000_name": "Verbesserte Willenskraft",
"perk_000_description": "Der Kräutearzt kanalisiert die Geister des Waldes und gewinnt natürliche Regeneration."
},
"level_2_data": {
"perk_000_name": "Gemeinsame Einblicke",
"perk_000_description": "Der Kräuterarzt ist nun erfahren genug um Material von anderen Handwerkern zu nutzen."
},
"level_4_data": {
"perk_000_name": "Leistungsfähiger Mediziner",
"perk_000_description": "Der Kräuterarzt kann sich nun um bis zu 4 Hearthlinge gleichzeitig kümmern."
},
"level_0_data": {
"perk_000_name": "Nachwuchsarzt",
"perk_000_description": "Der Kräuterarzt kann sich nun um bis zu 2 Hearthlinge gleichzeitig kümmern."
},
"level_3_data": {
"perk_000_name": "Gegenstandsbeherrschung",
"perk_000_description": "Die medizinischen Fähigkeiten des Kräuterarztes erhöhen die Wirksamkeit der Heilgegenstände um 50%."
}
},
"herbalist_outfit": {
"display_name": "Kräuterarzt Outfit",
"description": "Traditionelle Robe des Kräuterarztes"
},
"herbalist_staff": {
"display_name": "Kräuterarztstab",
"description": "Wird benötigt um einen Hearthling in ein Kräuterarzt zu ernennen",
"herbalist_staff_iconic": {
"display_name": "Kräuterarztstab",
"description": "Wird benötigt um einen Hearthling in ein Kräuterarzt zu ernennen"
},
"herbalist_staff_talisman": {
"display_name": "Kräuterarztstab",
"description": "Wird benötigt um einen Hearthling in ein Kräuterarzt zu ernennen"
}
},
"herbalist_workbench": {
"herbalist_workbench_ghost": {
"display_name": "Kräuterarzt Labor",
"description": "Wird verwendet um Heilgegenstände herzustellen"
}
},
"recipes": {
"herbalist_workbench_recipe": {
"description": "Ermöglicht dem Kräuterarzt heilende Salben und Bandagen herzustellen.",
"recipe_name": "Kräuterarzt Labor"
},
"workbenches_name": "Werkbanken",
"tonics_name": "Elixiere",
"small_healing_tonic_recipe": {
"description": "Ein medizinisches Getränk das eine winzige Menge heilt",
"recipe_name": "Kleines Heilelixier"
},
"stamina_tonic_recipe": {
"description": "Bufft die Ausdauer aller Hearthlinge für eine kurze Zeit",
"recipe_name": "Ausdauerelixier"
},
"strength_tonic_recipe": {
"description": "Bufft die Muskeln aller Hearthlinge für eine kurze Zeit",
"recipe_name": "Stärkeelixier"
},
"bandages_name": "Verbände",
"coarse_bandage_recipe": {
"recipe_name": "Grober Verband",
"description": "Wird vom Kräutearzt verwendet, um eine kleine Menge zu heilen"
},
"heavy_bandage_recipe": {
"recipe_name": "Schwerer Verband",
"description": "Wird vom Kräuterarzt verwendet, um viel Heilung bereitzustellen. Gut für schwere Verletzungen."
},
"light_bandage_recipe": {
"recipe_name": "Leichter Verband",
"description": "Wird vom Kräuterarzt verwendet, um eine moderate Menge zu heilen."
}
},
"herbalist_buffs": {
"willpower_1_buff": {
"display_name": "Willenskraft +50",
"description": "Der Kräuterarzt hat die Gesundheitsregeneration verbessert"
}
}
rayya:
“recipe_name”: “Golden Guord Curry”, -> little fix
Good to know. But on the topic on A14 its great i still live with only 2 bosses of footman who somehow heal themselves right after being hit. also i love all the new monsters to fight, it makes me wonder which one will appear next.
I started a new game tonight and picked the normal game. I had no idea the game had updated. So I’m playing, day 2 starts and I see some new enemies. I think well I haven’t played that many combat games, they must have been in the game all along. So I built up some fences and then I noticed the flag. That was when I realized the game had been updated. Great surprise Radiant!
On day 14. Performance is holding up, but that’s because I’ve lost a couple workers due to wolves attacking them out of nowhere. Wolves are nasty and the game didn’t alert me that my guys were under attack. Also: are wolf packs supposed to spawn in caves/underground?
Also are monsters supposed to attack each other? The Fancypants Goblin in my game was mauled by a stone golem and finished off by some wolves. I got a good laugh out of it.
Now that I’m back from the holidays and this tasty treat is here I think I’ll take it for a test drive!
Nice work and welcome back from the holidays Dev’s.
As much as this is a nice update, I am not sure that I like that the game is getting harder and harder as time goes by. It puts you in a crunch to build fast.
I really enjoy the building and managing side of the game, the random odd attack is fun and refreshing.
Would there be a way to slow the arrival of monster, pace it maybe.
Thoughts ?